These are raw samples from the GPT-2 Neural Network trained on the Dungeons and Dragons 5E spell list,
more information on https://iforcedabot.com. This includes samples from the bad models when the output was pretty terrible or overfit (copying the content existing spells with just a few tweaks). If your browser can't load formatted HTML version, there is also a raw .txt file available.
I would love if anyone looking through this let me know of any really good ones you find!
Hit me up on twitter.com/jonathanfly or with a comment on iforcedabot.com.
10 feet
Concentration, up to 1 hour
You create a small circle of darkness within range and cause it to erupt into a bloody, whirlwind-like appendage. The creature must make a Wisdom saving throw, taking 8d6 slashing damage on a failed save, or half as much damage on a successful one. A creature with a Strength score of 2 or less can move through the whirlwind, but it is impassable. The whirlwind can reach for up to 30 feet away. When the creature starts its turn in the whirlwind, roll a d4 and add the number rolled to the attack roll. On a hit, the creature must make a successful Constitution saving throw. On a failed save, it has disadvantage on attack rolls and attack rolls using ability damage.
Abjuration
: 10 minutes +15 minutes
Conjuration
10 minutes
Enchantment
10 silver
Self
Concentration, up to 1 minute
You touch a silver disc with a spell of your choice that you can cast. The spell ends if you cast the spell again. For the duration, the disc is worn or carried in your possession. For the duration, you can use your action to cause the disc to emit a dazzling dazzling light. The radiant light is bright enough to dim your vision, and the spell ends if the target is blinded or deafened.
Divination
10, up to 1 hour
You create a magical link between yourself and a creature that you can see within range. The target must make a Wisdom saving throw, and if it fails, you gain the benefit of that benefit in combat. On a failed save, the target is limited to 1 hit point and must use its action on its next turn to finish its turn. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Enchantment
10, up to 1 hour
You make a Tiny tree trunk disappear from memory. The spell disappears once it has triggered, but it doesn't disappear permanently. Instead, you lose the ability to recall the location of the target, either because you no longer have the memory or because you forget to recall the target. The target reappears if it is no longer in your possession.
Transmutation
- 12 hours
You make an undead humanoid appear dead or diseased in a nonmagical means (such as a dagger or quarterstaff) as long as the spell lasts. Make the change with the number of hit points healed.
Necromancy
1/2 mile
1 mile
1 hour
1 minute
1 hour
1 day
1 year (1/24th of the year)
60
1,500 DCޘ You can cast this spell again on a long rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1 hour
1 hour
1 day
1 year (1/24th of the year)
60
1,500 DCޘ You can cast this spell again on a long rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1 hour
1 hour
1 day (no change)
60
1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1 hour
1 hour
1 day (no change)
60
1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1 hour
1 hour
1 day (no change)
60
1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1 minute
1 minute
1 day (no change)
60
1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1,000 Days
1 day
1 day (no change)
60
1,000 DCޘ You can cast this spell on any creature that isn’t being summoned.
60
1 minute
1 minute
1 day (no change)
60
1,500 DCޘ You can cast this spell again on a creature that isn’t being summoned.
60
1 minute
1 minute
1 day (no change)
60
1,500 DCޘ You can cast this spell again when you return from a dead body.
60
1 action Channel magic touch
Touch
24 hours
You touch one willing creature and sentence it to stupor. The target’s first attack roll, the target’s second, and so on. The target has advantage on the second roll, gaining up to half the speed at which it can move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the DM chooses two of the following options for what occurs next: - Creatures can’t benefit from take reactions. - The target can make a Wisdom saving throw to take 3d6 psychic damage and deafened for 1 minute on a failed save, or it can’t benefit from taking reactions at all. - The target is stunned and spends 2d6 force damage on its next melee attack. - You create a 20 foot cube of teleportation ooze in space that lasts until the spell ends. - Any creature that ends its turn within 20 feet of the cube or moves within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 6d10 force damage. On a successful save, the creature takes half the damage.
Transmutation
1 action
Choose one creature you can see within range. The target can see a s c of one side of the image, which is a 360-degree 360-degree circle centered on a point within range. The s xual entity can consist of up to four creatures (slightly enlarged or dimmer) and can’t appear human’s size. The target can attack any creature it can see within 360 feet of it, and it can’t attack a creature under the target’s level. The target sees a 180-foot-radius sphere centered on that point, and its radius is85 feet. Until the spell ends, the sphere is transparent and emits bright light in a 100-foot radius around it that the target can see. The light enables creatures of all levels from 1 to 30 feet to see through the s shadow of the creature’s presence. Creatures within 20 feet of the target have disadvantage on attack rolls against them. Each time a creature attacks a creature that is within 20 feet of the target or reaches for a spell of 3rd level or lower, the target takes 2d6 fire damage and has disadvantage on saving throws against spells and other magical effects until the spell ends or until its concentration ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
- 1d6 psychic damageInstantaneous
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its head. An illusory manifestation is a manifestation that occurs only in a specific instance or in a particular location; however, no more than once per turn, each time you cast a spell, you can affect the manifestation by causing the manifestation to reappear in your space. So, if you target a creature on your plane of existence, you might be able to change its location, causing it to disappear, at any time. Alternatively, you might create a miniature version of the stress fracture that afflicts a creature you can see within range, causing it to briefly vanish. If you target a creature affected by this spell, the affected creature also takes a -4 penalty to all attack rolls, saving throws, and ability checks.
Evocation
1-Day Rest
60
1 Hour
1 Hour (1-2 minutes)
1 Hour (1-2 minutes)
60 Days (30 days if you are a minor deity)
1 Hour
10
Concentration, up to 10 minutes
This spell creates a shadowy creature that you can see within range. The target must succeed on a Wisdom saving throw or become invisible until the spell ends.
Illusion
1 Hour
10 Mile
10 minutes
You call forth a shadowy figure that spends the night in an unoccupied space that you can see within range. The figure disappears at the end of each of its turns. The target can’t attack or cast spells. When the target completes its turn, it disappears back to its unoccupied space.
Transmutation
1 Hour
30
10 minutes
You create a magic circle that you can see within range and that can be used to teleport you to any spot within range. The circle can be a magical portal, a magical tower, or an enclosed space. You are immune to all damage, as long as you are within the circle. If you are within the circle, the teleportation effect doesn’t finish. You must use your action to teleport at least 10 feet away from the center of the circle if you are using a spell slot of 7th level or higher.
Transmutation
1 Hour
30
Concentration, up to 1 minute
You cause a creature within range to believe that you are its god. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While you are charmed, the target can’t speak, cast spells, and otherwise act. You can’t dismiss this spell as an action.
Transmutation
1 Hour
30
Concentration, up to 1 minute
You create a floating, translucent humanoid, capable of walking, swimming, and using its action to determine whether or not it is under your control. You can use a bonus action to cause the humanoid to make a Wisdom saving throw. On a success, the creature’s
1 Hour
90
Instantaneous
You attempt to dispel magic, or any spell that can create magic, that can affect you. While this spell isn’t cast, the target has disadvantage on attack rolls against creatures that can’t be charmed by you.
Transmutation
» 1 hour
Choose a creature or an object within range. You can extinguish the fire in the area, provided that wood or other fuel is present. The spell ends if you dismiss it as an action or if you cast it again. The fire ignites any flammable objects in the area that aren’t being worn or carried. The fire doesn’t harm objects, objects, or creatures.
Transmutation
1 Hour
Choose one of the following types of energy: 1-4 Blue, 5-6 Green, 7-8 Orange, 9-10 Orange, 11-14 Red, 14th-15th level. The energy must be at least equal to or equal to the same level as you. On a successful save, you can use this energy to cause the energy to be radiated from you, and the intensity of the energy can increase by 10 when you reach 5th level (2d8).
Conj
1 Hour
Instantaneous
You cause up to three objects that you can see within range to become magical objects within range. The objects have their own special properties and can't be changed. If a magical object is affected by this spell, any magical effect that affects it has its own effect (see below).
Transmutation
- 1 hour
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether the target is on the same plane of existence or not. Some targets count toward this spell's duration. For example, a target that is on the Ethereal plane can be killed instantly if it rises again from the dead. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Necromancy
1 Hour
Touch
Touch
Touch
You touch one willing creature. The target imbues you with an illusion that appears to be a transparent cylinder with a surface that resembles a transparent stone pillar. The target must succeed on a Wisdom saving throw or become charmed by it for the duration. While charmed, the target can’t attack or cast spells. On a failed save, the target takes 10d6 psychic damage, and if it succeeds on a saving throw against this spell before the spell ends, it automatically becomes charmed again.
Transmutation
- 1 hour
Transmutation
1 Hour
You are surrounded by creatures who aren’t being touched or are being charmed. The spell ends when you have hitched or fall to 0 hit points or lower, and no one else has the same level of influence on you. When you hitched or fall, the spell ends. The spell has a number of levels of influence. If you were charmed, it might also be affected by a level of influence that is lower than the one you currently using. A charmed, charmed, or charmed creature who you can see is charmed or charmed. The charmed and charmed creatures are charmed by the charmed. You are charmed, and charmed, and charmed for the best of their next turns. You are charmed, and charmed, and charmed by the charmed creature for the best of their next turns. When you cast this spell, you are charmed, and are charmed for each turn for each turn that is within reach of you and are charmed for each turn that you endow yourself with a charmed or charmed body. You are charmed, and are mentally charmed for each turn that you succeed on a charmed or charmed spell. When you dismiss the charmed and charmed (including when you start to cast), the char is no longer charmed, or charmed. You can use your action to dismiss the charmed and charmed creatures you could see within 30 feet of each other, or are charmed, but you can use your action to dismiss them.
You can also use your action to dismiss them, which is a bonus action that takes place when you hitched or fall on your feet or feet. If you dismiss the charmed and charmed, they will still be charmed, and charmed by the charmed. You must make a Dexterity saving throw. The charmed and charmed creatures are charmed, and you, your magic, and your magic are in your hands. You can dismiss them in a manner similar to your own. When you cast this spell using a spell slot of 7th level or higher, you don’t leave the charnecks, but you can temporarily turn to use your action to dismiss them. You must also use your action to communicate with creatures you can see within 30 feet of you. If the charmed, you can leave them with any material belongings they can carry. On a failed save, the charmed, and charmed creatures are charmed, and you can use your action to make a Dexterity saving throw or take a d8th-level or lower. When you hitched or fall, you still have the same level of freedom. Each creature in a 100-foot radius around you must make a Dexterity saving throw or take 3d10 snow damage on a failed save, or the charmed, and charmed creature is charmed. You can cause the char to hitched or fall, or suffer a cold-like cold-like cold-like cold. As long as you are under the charmed, charmed, and charmed condition, the charmed, and charmed, and charmed are charmed, and you can use your action to cause the char to be charmed, and you can use your action to cause the char to get a +1 hit point or lower. The charmed, and the charmed, and charmed, and the charmed, and charmed creatures are charmed, and charmed. The charmed, and charmed, and charmed are charmed, and charmed. The charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed, and charmed. The charmed, and charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed, and charmed, and charmed, and charmed, and charmed by magic. The charmed, and charmed, and charmed, and are charmed, and charmed, and charmed, and charmed, and charmed, and charmed. Until you hit a target, your equipment in the charmed, and charmed, the charmed, and charmed creatures remain in their charmed condition. The charmed, and the charmed, and charmed, and charmed creatures that are charmed, and charmed, and charmed are charmed, and the charmed, and charmed creatures that are charmed, and charmed, and charmed are charmed by magical means. You don’t touch the charmed, and charmed, or charmed creatures that are charmed, and they can use their action to ignore the charmed creatures, or they would have to disappear from your charmed, and their
1 Hour
You make a creature’s movement using your spellcasting ability automatically for the first time on a target, granting it that bonus to AC for 8 hours. The spell’s effect ends on a target when you cast it or you take 50 radiant damage, and the bonus to AC ends for that target. You can use your action to move the creature up to twice its speed, and it can use up to its speed before it can move, at which point it drops to 0 hit points. The creature w as affected by this spell must succeed on a Strength saving throw or be pushed up to 5 feet away from you in a direction you choose.
Conjuration
1 Hour
You summon a celestial beast of challenge rating 5 or lower, it rises up in a 10-foot cube centered on the ground at a point you can see 1 mile at a time, and it is friendly to you for the duration. Choose one of the creatures you choose within 5 feet of the creature and appear in a location you choose within 10 feet of the beast. You Choose a creature
- 1 hour
You touch a creature. The target’s skin has a rough and soggy feel to it, and it has a hard time walking. If the creature is walking still, slam it down with a thud.
Transmutation
1 Hour
You touch one creature that you can see within range and create one of its companions within 5 feet of you. As a bonus action, you can dismiss this spell as a bonus action. Each time you dismiss this spell, you can dismiss it as an action. A creature must succeed on a Constitution saving throw or take 2d8 fire damage. On a failed save, the creature is unaffected until it doesn’t have fire. If you cast this spell multiple times, you can’t dismiss it as an action. An elemental summoned from the elemental can’t have an elemental summoned. The elemental can’t be summoned. • You can’t use elemental summoning ability functions, but it is possible only if you use it, or if you use it, you can’t dismiss it. • You can’t use elemental summoning ability functions. If you use this spell to dismiss the summoning ability, you can’t dismiss it. • You can create an elemental of challenge rating 2 or lower, you can dismiss it as an action. • You can create a elemental of challenge rating 1 or lower, you can dismiss it as an action through normal channels and as an action through any channels of magic. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use any of its statistics. For example, if you use a bonus action to dismiss a creature or as an action, you can dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use any statistics. Additionally, you can retain any statistics of any elementals or other elementals. If you retain any statistics of any elementals or other creatures, they are automatically replaced by the bestial form for the duration. At Higher Levels. When you cast this spell using a different spell slot, you can’t use any statistics. For example, if you retain any statistics of either lower, you lose any of the lower level. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use the statistics of any elementals or creatures, and the elemental statistics of the creatures you choose are replaced by the statistics of the same creature used for the spell’s duration. At the end of each of its turns, you can’t use any of its statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use any of its
- 1 hour
You touch one willing creature who isn’t wearing armor. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Divination
1 mile
Concentration, up to 10 minutes
You attempt to blast through the atmosphere of a creature that you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The target’s speed is halved until the start of your next turn. Until the spell ends, you can use a bonus action to move the target up to 15 feet in any direction, causing it to make a Strength (Athletics) check against your spell save DC.
Evocation
1 mile
Concentration, up to 1 minute
You create a rock-strewn expanse of rock with a 5-foot radius extending from the base of the rock to a point within range. The rock is a natural stone with a 5-foot radius. You can use your action to cause the rock to become a rock. It disappears when you dismiss it as an action. You can use your action to examine the rock and determine whether it is an illusion or an actual rock. If it is, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken the rock. The rock remains in your possession for the spell’s duration. You can use an action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you must succeed on a Wisdom saving throw or be charmed by it. It takes this rock for the spell ends. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. While this spell lasts, you can speak any spoken language you are familiar with. You learn what words appear on the rock and what they are, as well as the current speed of the spell. You can use your action to examine the rock and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. You learn what other creatures say to the rock, including noises and sounds made by other creatures.
Abjuration
1 mile
Instantaneous
You unleash the power of nature against one creature within range. Each target makes the saving throw and takes 4d4 thunder damage. Each target makes the saving throw with disadvantage. The thunderous sound fills the area for 1 minute. Any target that fails its saving throw must also make a Constitution saving throw. On a successful save, the creature’s thunder stops, and it is never silenced. While the creature is in the air, creatures and objects can’t be hit by spells or be affected by nonmagical weapons.
Evocation
1 minute
Concentration, up to 1 hour
You conjure a target of ranged weapon damage up to 10 feet in any direction with a spectral element. The target must succeed on a Wisdom saving throw or become poisoned for the duration. A creature that successfully saves against this poison is immune to it for 24 hours. A creature that successfully saves against this poison is immune to being poisoned for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases to 1d4 + the spell's level. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases to 2d4 + the spell's level.
Transmutation
1 minute
Concentration, up to 1 minute
This spell creates a spectral serpent in your hand and radiates with radiance. The Serpent appears to be a serpent, with a head and eyes that are fixed on the ground. The serpent appears to be a humanoid that has a head and a tail, and has a shimmering yellowish coloration. A creature in the area when you cast this spell must make a Dexterity saving throw. It takes 10d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
1 minute
Instantaneous
You attempt to teleport yourself or someone you have known for a brief time. You can use a bonus action to attempt to teleport yourself or someone else. The target must be within 5 feet of you. The target can’t be charmed or possessed by a lich. The target can’t cast spells, and you can’t cast any other spell.
Transmutation
1 minute
Instantaneous
You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be incapacitated for the duration. Until the spell ends, the target can choose to become unconscious or not. The target can make this saving throw at the end of each of its turns. It must then return to your hand or the spell ends.
Abjuration
1 minute
Light, opaque, nonmagical.
Instantaneous
You teleport yourself to a point within range, which you can see within range. You can teleport yourself up to 30 feet in any direction as long as you can see under such a point. You can also teleport up to 120 feet in any direction as long as you can see under such a point. As you move, you can use your movement to move up to 30 feet in any direction. You can also use your movement to move up to 30 feet in any direction as long as you can see under such a point.
Conjuration
- 1 minute
Squirming humanoidoids, or quicksand-like creatures, are difficult terrain for the first time on a turn or starts its turn there. A creature forced to contend with unusually tough terrain must make a Strength saving throw. On a failed save, the creature is restrained by the rock. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a nonmagical rock on the ground that is 10 feet tall (the size of a large room grants the creature a different feel). When you cast this spell using a spell slot of 3rd level or higher, you can create a nonmagical rock that is 10 feet tall (the size of a room given a larger creature count). When you cast this spell using a spell slot of 4th level or higher, you can create a nonmagical rock that is 10 feet tall (the size of a room given a larger creature count).
Transmutation
1 minute
Touch
Choose one creature you can see within range. You create a long curved blade that descends 3 feet above the ground and then extends out from the blade—no more than 10 feet above the ground. The blade lingers in the air for the duration, and the creature can use reactions to see through it. As an action, you can hurl the blade at the target. The blade reaches 10 feet in either direction, and the spell ends on a successful hit.
Conjuration
1 minute
You conjure a creature that is paralyzed or withered when it deals damage. The creature is pulled into a pit that has a space available for the creature to fall in. The creature is restrained until the pit is filled. When the pit is filled, the creature can make a Constitution saving throw. On a success, it is no longer restrained. The pit also doesn’t close when the pit is filled. If the pit is filled again, the area is filled again when the pit is filled.
Transmutation
1 minute
You control any noise, sound, or other sound that is audible to you or that can be heard by other creatures. The spell can also be used to create magical objects and other objects that have no physical component. You can create up to three such objects at a time. The objects must have the same name, the same class, and the same equipment. The object must be made from a material component of a material object or a non-material object. You can create an object up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, and up to 10 feet in diameter. You can use a bonus action to make the object smaller than the total height of the object.
Conjuration
1 minute
You make a wish to the world. You choose one of the following effects. The effect can occur at any location within 10 feet of you. The target must succeed on a Wisdom saving throw or be banished. The target can repeat the spell again on a success. If you or someone else has the wish, the spell ends on a success.
Transmutation
1 to 2 months
60
Concentration, up to 1 year
A creature of your size or smaller appears in a 60-foot cube that you can see within range. The cube is made up of a cube of 20,000 square feet and a 10 foot high stone sphere centered on a point you can’t more than 30 feet from. You can use a bonus action on each of the creatures within the cube to cause them to become sickened. The spell ends for each creature that ends its turn on the cube. If any of the creatures are killed by the spell, the spell ends. The spell can’t otherwise end. The spell can’t create new ones, or even alter existing ones. You can also use an action to cause the same effect in a different location on the cube.
Evocation
- 1 turn)
Transmutation
1 Whirlwind 1 minute
Instantaneous
You hurl a hail of stone and earth at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d8 damage. The blast travels through objects and other creatures in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 + 1d8 damage on a failed save, or half as much damage if it moves through the cube. The cube is a labyrinth and can be entered only by passing through a portal leading to the center. A creature entering the cube must first pass through a portal leading to another creature or a portal leading to the cube. When a creature enters the cube when it drops to 0 hit points, the creature must succeed on a Dexterity saving throw or fall to the ground. An unwilling creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature regains hit points equal to the missing 6d8. The spell ends on a successful save.
Conjuration
24 Hour
10
120120
Concentration, up to 1 minute
Concentration, up to 1 hour
You choose a celestial within 5 feet of a 5-foot cube cube sphere centered on each corner. If you choose the celestial, it takes effect from the celestial. The celestial takes effect on the celestial (no action on each turn). If the celestial takes effect on a creature that takes effect on a turn, it takes effect on the celestial to determine the location of any effect. The celestial takes effect on the celestial at the end of each turn, and the celestial takes effect on the celestial.
Transmutation
24 Hour
120
120
Instantaneous
A meteor takes a hit points from a celestial centered on the ground. The meteor is centered on the ground and takes up to 0d6 force damage on each side. The meteor takes effect on each side. If the meteor takes effect on each side, it takes effect on each side. On the side, the meteor takes effect on each side. After a meteor takes effect, the meteor takes effect on each side. Finally, by the end of the meteor, you choose one of the following options for the duration: 1 minute
Touch
Concentration, up to 1 hour
Concentration, up to 1 hour
Transmutation
24 Hour
120Concentration, up to 1 minute
120
Instantaneous
A celestial takes effect on each corner of the meteor. The meteor takes effect on half as much damage on each corner. The meteor takes effect on each corner. The meteor takes effect on the meteor. The meteor takes effect on each turn. If the meteor takes effect on each turn, it takes effect on each turn.
Concentration, up to 1 minute
This meteor takes effect on each turn. If the meteor takes effect on each turn, the meteor takes effect on each turn.
Conjurement, up to 1 minute
Concentration, up to 1 minute
You choose a celestial centered on the ground.
Conjurement, up to 1 minute
8 hours
Concentration, up to 1 minute
You choose a celestial centered in a 5-foot cube cylinder sphere centered on the ground and choose one of the celestial takes effect. Once a celestial takes effect on each turn, the meteor takes effect on that takes effect on each turn.
Divination, up to 1 minute
Transmutation
24 Hour
60
120
Investigation of a meteor within 5 feet of a stone wall. The meteor explodes into a straight line on each side. The meteor takes 6d6d6 force damage damage on each side. The meteor takes 6d6 force damage on each side and takes 6d6 force damage on each side. The meteor takes 10d6 force damage on each side and takes 3d6 damage on each side. The meteor takes 3d6 force damage on each side. The meteor takes 6d6 force damage on each side. After a meteor takes 4d6 force damage on each side, a meteor takes 7d6 force damage on each side and takes 7d6 force damage on each side, or half as much damage on each side. The meteor takes 5d6 force damage on each side and takes 10d6 force damage on every other side. They take 5d6 force damage on each side, or half as much damage on each side.
Transmutation
24 Hour
Concentration, up to 1 minute
Conjure yourself with the celestial. The celestial takes effect on the celestial. At the end of the hour, the celestial takes effect on the celestial and takes effect on the celestial.
Transmutation
24 Hour
Concentration, up to 1 minute
Self
Self
300
Concentration, up to 1 minute
Concentration, up to 1 hour
You choose one or two of the following options for the duration: 1 minute
Choose a celestial centered on the ground. The celestial takes 6d8 force damage on each side. The celestial takes 5d6 force damage on each side, or half as much damage on each side. After a celestial takes damage on each side, the meteor takes the damage on each side, or half as much damage on each side. After a celestial takes damage on each side, the meteor takes a hit points from the meteor. The celestial takes 6d6 force damage when it hit points.
Transmutation
24 hours
Concentration, up to 7 hours
You choose a celestial centered on a 5-foot cube spot on the ground. The celestial takes effect on the celestial, and you can see and hear the celestial. The celestial takes
- 2 x 2 miles)
Transference to stone tool used
10 Days
Transmutation
300 feet
This spell turns rain and sleet on up to six creatures you can see within range. You can bring about this change by using an extra action to dismiss the spell. On each of your turns until the spell ends, you can use an extra action to issue a verbal command to the creatures you choose, issuing the command at random from a distance of 300 feet (100 feet). Each of the creatures you choose must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and 4d8 cold damage. On a successful save, a creature takes half as much damage and isn’t affected by this effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Enchantment
5 minutesDuration: 5 minutes
Choose a creature within range that you can see and hear. You cast a spell of your choice that you believe to be casting, and you gain 5 temporary hit points for the duration. When you cast the spell, you also gain 1 temporary negative hit point. The temporary hit points don't persist, so you can use these temporary hit points as temporary energy for up to 24 hours. When you use these temporary hit points for the first time on a creature, the creature has advantage on an attack roll to regain hit points. This ability doesn’t treat each temporary hit point as being full, nor do any of these temporary hit points have to be filled. When you use these temporary hit points for the first time on a creature, the creature has advantage on a saving throw to use these temporary hit points again. If the saving throw fails, the creature is limited in the actions it can perform by the nature of its temporary hit points. The creature can perform one additional saving throw each time it uses its temporary hit point, and that process ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have the temporary hit point maximum remain at 4 temporary hit points, up to eight temporary negative hit points, or two temporary positive hit points. When you cast it using a spell slot of 5th level or higher, you can have the temporary hit point maximum remain at 2 temporary negative hit points, up to eight temporary positive hit points.
Abjuration
- 5 minutes
This spell shapes a solid mass of air that is 10 feet tall with a 30-foot-high cylinder centered on a point within range. When you cast this spell, make a circular circle that is 10 feet long and 5 feet wide centered on that point. You animate the circle, which has the same basic shape as the rest of the spell used to create the circle. After you have used up the spell, you can use your action to move the circle up to 30 feet in any direction along the celestial floor. Roll an additional 2d8 to determine how the magic affects it. The roll succeeds immediately, though the circle can’t exceed 15 feet in any direction. The celestial remains indifferent to you and your actions for 1 minute. During this time, it doesn’t interact with light, fire, or cold, and it doesn’t need food or light clothing.
Transmutation
60 feet Components: V, S, M (a torch)
A white orb appears within range and lasts for the duration. The orb is translucent and brightens after 1 minute. The target can’t illuminate the globe in the time it takes to create it. After 1 minute, an illusory globe appears at a point within range where you cast this spell. A translucent globe 7 feet in diameter with a 5-foot radius spreads out over 10 feet on each side. The globe remains in place for the duration or until a force field of 12 feet square is created on it. When the globe drops to 0 feet in the space it occupies, it isn’t extinguished and remains in effect while the globe lasts. If you cast this spell again, the globe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell again, the spell lasts until dispelled.
Transmutation
60 feet or 60 feet on each side within 5 feet of it for 1 minute
Conjuration
8,000 gp
Concentration, up to 1 minute
You conjure a cylinder of stone, which you can visualize in its image. When you cast the spell, you can’t see anything other than the area, and the number of creatures you can see within the cube’s space is halve.
Conjuration
8,150 gp and up
Conjure Minor Elementals
300
Concentration, up to 1 hour
This spell grants the creature that you touch the ability to see invisible creatures as you sense them. When you cast the spell, you can touch a target, which you can see within range and which is hostile toward you.
Conjure Minor Elementals, fey, frightened, and frightened, depending on the nature of the target or its mood. The target’s body language is a form that resembles a human. It must succeed on a Wisdom saving throw or take 2d6 psychic damage.
Conjure Minor Elementals and fey, frightened, and frightened, depending on the nature of the target or the nature of the target.
Abjure Minor Elementals and fey, frightened, and frightened, depending on the nature of the target. The target’s body language is a form that resembles a human. It must then pass into its mind to see through the target’s eyes and hear through its eyes. If the target’s mind is in stone, the spell ends.
Necromancy
8 hours
Instantaneous You instantaneously switch a surface of your choice between bright light and dim light or dark to neutral, blinding. This spell has no effect if the surface is occupied.
Abjuration
8 Hours
Touch
1 Hour
You touch a willing creature. The target must be within 8 feet of you when you cast the spell. The target can deliver a thunderous slam to a creature it can see within 30 feet of it. The target takes 3d8 thunder damage each time it hits. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
8th-level transmutation Casting Time 1 minute (at a time)
Concentration, up to 1 minute
You create a 20-foot-radius sphere of shadowy energy centered on a point you choose within range. You can place the sphere anywhere you choose within range. The sphere appears in a spot where it appears to pass through barriers and cracks. Each creature in a 30-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
Evocation
90 Self
30 Days
You choose two barriers that you can see within range. They vanish when the spell ends. A barrier that lasts 30 days disappears when it is replaced by a barrier that lasts 10 days. A barrier that lasts 30 days becomes a translucent barrier that prevents nonmagical creatures from passing through it. Chest. You can make a chest in this way. Each foot you charge through the chest costs 4 pounds, and you gain a climbing speed of 60 feet for the duration. It is made of 3D4 acid and 3D4 fire, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A ring finger. You can make a finger out of a 3D4 fingerprint, which you use to connect to the chest. It lasts until you use your action to clean the finger. A necklace. You can make a necklace out of a 3D4 fingerprint, which you use to send a message to your friends that includes a link to www.thedawnguard.com/dungeoneering/a/dungeoneering/sign.html . It lasts until you use your action to reveal the necklace to anyone who sees it. A book. You can make a book into a body of text that can be read by any creature with a verbal ability score of at least 1, and that can contain as many words as you want, in either an unvoiced state or with an appropriate sentence. The text is brief and doesn’t contain any magic or physical force that would make your hand gesture or speak. If the spell is ended before 10 p.m. local time on a creature, the creature remains inside its body until the spell ends, at which point the text falls out of the book and the creature can read it. An uncontrolled spell-elimination attack doesn’t work, even if the attack would leave the target helpless, because the attacker is targeting the target. If the target is charmed, frightened, or possessed by the attacker, the attack would deal an extra 1d8 damage if it affects the target. If the target is immune to all damage, the creature that charmed it also charms the attacker, but that creature can’t be charmed. A creature that doesn’t already be charmed can’t be charmed. A staff. You can make a staff up to 30 feet long and 10 feet wide. The staff creates a halo effect that attracts creatures of your choice to your side. Creatures that are immune to nonmagical damage (such as blindness) take this damage, and the staff ignores it. A ring. You can make a ring up to 20 fingers long. The ring surrounds you and surrounds your finger with a small incantation that causes the recipient of the incantation to make a Charisma saving throw. The target succeeds automatically if the saving throw is successful. On a success, the saving throw is broken and the spell ends.
Conjuration
Abeam
Self (24-foot radius)
Concentration, up to 1 minute
This spell emits a dazzling beam of light. The spell ends if you cast this spell again. Choose a point within range. At any time during the casting of this spell, the spell emits bright light, and the spell emits dim light,
Abeam
Self
Concentration, up to 1 minute
You touch a creature within range, and the effect is instantaneously gone. The target must succeed on a Strength saving throw or suffer a severe sensory blaring that lasts for the spell’s duration. While the target is affected by this spell, the spell doesn’t change its meaning, and it can’t be bound by any other spell. While the target is affected by this spell, the target can’t cast spells or take any actions while under the effects of the spell. On a failed save, the target must attempt a new save. The target can repeat the saving throw if it wishes, though it must make a new one if it is already halfway through its current turn. At the end of each of its turns, the target can roll a d4 and subtract the number rolled from the result. If the target has a number of successes or failures equal to or less then the number rolled from the d4, the target can roll a d4 and subtract the number rolled from the result.
Transmutation
Abe's Faithfulness
Touch
Until dispelled
Your touch with God reveals your steadfastness, as you hold everything together in your heart and love your enemies. Until the spell ends, if someone hits you with an attack before you cast this spell, your weapon is no longer magically linked to that hit, and the attack deals no damage. If you cast this spell using a spell slot of 5th level or higher, the spell ends for that creature. If you cast this spell using a spell slot of 7th level or lower, the spell ends for that creature. If you cast it using a spell slot of 8th level or higher, the spell ends for that creature.
Abjuration
Abe’s Power
30
Concentration, up to 1 hour
You imbue a willing creature with an aura of power that distorts its movements. The target must succeed on a Wisdom
Abi-Dalaiyya
Self (30-foot cone)
Instantaneous
Choose an object that you can see within range and that you can see within range. The target must succeed on a Dexterity saving throw or be affected by this spell for the duration. The target can’t be affected by this spell more than once. This spell ends if the object is worn or carried by the target, or if the target isn’t wearing or carrying a spell-like item.
Conjuration
Abi-Dalek’s Shadow
60
Concentration, up to 1 hour
A shadowy force appears in a place where you or a creature that you can see within range, such as a cave or a chamber. The shadowy force lasts for the duration and can’t be seen. The force appears in the space it appears on and can’t be seen by other creatures. Until the spell ends or until you dismiss it, the force appears in a place where it appears on the spot where the
Abi-Dalish
60
Concentration, up to 1 hour
For the duration, you have advantage on attack rolls against one creature of your choice that you can see within range. Otherwise, the target is automatically affected by the attack roll. In addition, you can’t use your action to dismiss this spell on the same creature. You can also use your action to dismiss this spell on the same creature.
Transmutation
Abi-Dalzim’s duplicates
Self
Concentration, up to 1 minute
You make a duplicate duplicate of any creature in a 30-foot cube within range. The duplicate lasts for the duration. If it includes a known duplicate, it disappears when the spell ends. Thus, one duplicate per 30-foot cube. If you cast this spell multiple times, you can have up to 30 duplicates active at a time, but the spell can have no more duplicates active at a time. A duplicate lasts for as long as you concentrate, as a bonus action on your turn. If you cast this spell multiple times, you can have up to 30 duplicates active at a time, but the spell can have no more duplicates active at a time.
Abjuration
Abi-Dalzim’s hammer
300
Instantaneous
With your hammer, you direct an invisible force that moves toward a creature within range to strike that creature in the bane. Make a ranged spell attack for each hit of attack. On a hit, the target suffers no damage and gains temporary hit points equal to the number of temporary hit points the spell’s damage increases by. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Abi-Dalzim’s Hand
30
1 Hour
You invoke the power of the Hand of Midgard, the elemental spirits of the Nine Hells. Choose one of the following options for what appears: • One elemental spell of 4th level or lower • Two elemental spells of 5th level or lower • Four elemental spells of 6th level or lower • Eight elemental spells of 7th level or lower • Ten elemental spells of 8th level or lower • One or more nonmagical ranged spell attacks, or the target chooses one of those • Two spell attacks with a weapon, the target attacks the target but doesn’t take any damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Abjuration
Abi-Dalzim’s Horrid Grasp
Touch
Instantaneous
You touch a creature that isn’t under the effect of some sort of protection. The target takes 1d4 psychic damage, and it can’t make a Charisma saving throw, taking 8d8 psychic damage and then being frightened for the rest of its turn. The saving throw DC is 10 + the creature’s Charisma modifier. If the target is undead, the saving throw is wasted.
Illusion
Abi-Dalzim’s Horridien
90
Concentration, up to 1 minute
By placing an object or an ability within range, attempting to cast a spell, or attempting to reach into a trapped or diseased creature’s soul, the target of an ability invocation becomes immune to the effect for as long as the ability is in effect. This immunity extends to overcome obstruction, such as falling snow, icy floors, and so on, but it is lost in translation when the ability is cast through a creature or an object that is touching or within the spell’s area.
Enchantment
Abi-Dalzim’s Horrid Wiltinger
150
Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Abi-Dalzim’s Horrid Wilting Wilting
150
Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Abi-Dalzim’s illusion
Touch
1 Hour
A shadowy figure appears in your hand, and you choose one of the following options for the creature’s space. One creature that you can see within 5 feet of the chosen target (if it can see any creature) makes a Charisma saving throw. If the target is a creature, it must succeed on a Wisdom saving throw or fall prone. Two creatures that you can see within 5 feet of the chosen target (if it can see any creature) make a Wisdom saving throw. On a failed save, the target takes 5d6 necrotic damage, and it is blinded and deafened for 1 minute. On a successful save, the damage and the creature’s blindness end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose the option that bestows an effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage, if any, deals an extra 1d6 necrotic damage to the target.
Illusion
Abi-Dalzim’s magic carpet
90
Instantaneous
You create magic carpet, complete with a golden crown and three precious rings on a pedestal containing magical properties. The spell fails if the spellcaster’s material component component no longer exists. You choose a location that you can see within range and that is open to the casting of the spell. The material component can be anything from a wooden or stone to a sheet of paper. The spell creates no magical dust or other harmful gas. You can make pillars out of the material components, but they wilt if the material component is ever used up. The best way to protect yourself from this spell is to make a protective spell that calls for the casting of a spell, not the casting of the spell yourself.
Transmutation
Abi-Dalzim’s Magic Stone
30
1 Hour
You create an invisible, nonmagical object about the size of a small stone ringed with dark runes. You touch the object, which becomes visible only to it, and it transforms into an illusory copy of yourself for the duration. You can use your action to move the object up to 30 feet and cause the spell to fail. If the object would normally move toward you, the spell fails, and the illusory manifestation spreads to the other side. The illusory representation spreads around corners. When the spell ends, the illusory representation reappears in your hand. The spell ends if you dismiss it or if you cast it again.
Illusion
Abi-Dalzim’s polymorph
Touch
Instantaneous
You transform a willing creature that you touch. The target becomes a new Large or smaller demon from the demon’s original form into a new demon race. Choose one of the following options for what appears: • One demon of challenge rating 2 or lower • Two demons of challenge rating 1 or lower • Four demons of challenge rating 1/2 or lower • Eight demons of challenge rating 1/4 or lower A new race of demons appears in an unoccupied space on the ground that you touch. The new demon appears in a random location within range, such as a dungeon, a demon cage, a den, a necropolis, or a temple. The new demon has the statistics of the chosen location, though it is a demon’s size and weight. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target
Abi-Dalzim’s Scorcher
90
Instantaneous
A line of roaring flame appears at your feet. Each creature in a 30-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell, choose one or both of the following damage types: bludgeoning, piercing, or slashing. Fire damage. The target takes fire damage equal to the total accumulated damage in the previous round. Fire damage. The target takes fire damage equal to the total accumulated fire damage in the previous round. Ice damage. The target takes cold damage equal to half the total accumulated cold damage in the previous round. Lightning damage. The target takes lightning damage equal to half the total accumulated damage in the previous round. Poison damage. The target takes poison damage equal to half the total accumulated poison damage in the previous round. Secret doors and other openings
Abi-Dalzim’s Shadow Blade
Touch
Instantaneous
Choose one creature you can see within range. You touch the target. It takes 7d6 Shadow damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Abi-Dalzim’s Shadow Creatures
Self
Concentration, up to 1 minute
A spectral, shadowy presence springs into existence in a 30-foot-radius sphere centered on a point you choose within range. The shadow has AC 15 and 25 hit points, and it can’t be targeted by spells or magical effects. The entity lasts for the spell’s duration, until it dismisses the spell, or until you use an action to dismiss the shadow within 30 feet of it. If the creature has 100 hit points or fewer, the spell ends. If the creature has 500 or fewer hit points, the shadow disappears and remains dormant for the spell’s duration, at least until you use an action to dismiss the shadow. Alternatively, dismiss the shadow only if the creature has fewer than 500 hit points or when the spell ends.
Illusion
Abi-Dalzim’s Sphere
60
Concentration, up to 1 minute
A 10-foot-radius, 20-foot-high sphere of force springs into existence in a 20-foot radius centered on a point you can see within range. The sphere is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. Any creature in the sphere’s space must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere remains in place for the spell’s duration. Until the spell ends, the sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The sphere can’t expand or shift into any other part of the sphere’s space. The sphere can’t harm a creature or object within its area.
Evocation
Abi-Dalzim’s Sphere
60
Concentration, up to 1 minute
You conjure up a sphere of air that fills it with power, centered on a point you can see within range. Until the spell ends, you can use your action to create a 5-foot-radius, ten-foot-high cylinder centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 14d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere then descends toward you, centered on that point. At the start of each of your turns until the spell ends, you can use an action to cause the sphere to expand to encompass a point you can see within range. The sphere then spreads out to encompass a distance of up to 60 feet. At the end of each of your turns, the sphere moves up to its maximum distance and disappears. At any point during its movement, the sphere can’t reach a location other than that point. You can’t reach a point larger than the sphere’s area by more than 5 feet of movement. Until the spell ends, you can use an action to create a line of fire
Abi-Dalzim's Splendor
Self (15-foot cone)
Concentration, up to 1 minute
The next time you hit with a weapon attack before this spell ends, you can make a melee spell attack against a target of your choice within 5 feet of the target. The target can take the attack normally or be targeted by this spell only once.
Abi-Dalzim's Splendor
Self
Concentration, up to 1 minute
The next time you hit with a weapon attack before this spell ends, the target takes an extra 2d6 damage of the type you chose.
Abi-Dalzim's Splendor (5-level spell)
Self
1 minute
This spell inscribes a specific magical effect on a construct, such as a wall, glyph, or symbol. The spell is cast with an 8th-level slot, and it lasts until the end of your next turn, at which point the spell ends. When you cast this spell, you decide what effect the effect will have on the target. The target can make two Wisdom (Perception) checks, and it automatically succeeds on all saving throws against your attacks. You can also choose to cause the target's hit point maximum to rise by one point for each level above 7th.
Abi-Dalzim's Splendor (10-level spell)
Self
1 day
You call out a specific spell or phrase inscribed on a construct or a glyph. The spell can be any spell or phrase you choose, as long as it is no more than one word, and it can describe the spell or phrase. The spell must target one creature other than the target. The target perceives the spell or phrase as a familiar or foe, and any special abilities it has possessed since it was a creature becomes active with each new target. The target gains a +2 bonus to AC for each level above the 2nd.
Abi-Dalzim's Splendor (15-level spell)
Self (15-level spell)
Instantaneous
You cast this spell with great fanfare. A creature of your choice that you can see within range must succeed on a Strength saving throw or fall prone. Until the spell ends, the target gains the benefits of one of the following abilities of its choice: • You can raise or lower another creature’s level of bane. • You can cause an object to become a centaur’s lair. • You can compel an unwilling creature to perform an activity it doesn’t do, such as “crying aloud, casting a spell, or “crying out in terror. • You can compel a willing creature to perform an action that you think it would do otherwise, such as “lose its senses or lose its temper. • You can compel a willing creature to perform an illogical or harmful action, such as “snarl* or “slam* or “roll a d4 d10 for the target’s magic. The target’s hit points must be equal to or less than the remaining total for that ability. Otherwise, the target loses the benefit of any of its other effects. If the spell’s magic is ended before then, the target loses the benefit of its own magic if it reverts to being a centaur.
Abjuration
Abi-Dalzim’s Ward
Self (15-foot radius)
Concentration, up to 1 minute
Your mind wanders around corners, summoning forth creatures of your choice that you can see within range. Choose up to three creatures of your choice that you can see within range. The creatures must be within 30 feet of each other when you cast this spell. Each target must succeed on a Constitution saving throw or take 2d6 acid, cold, fire, lightning, or thunder damage, and another 1d6 bludgeoning damage. The target also becomes immune to the effects of any spell’s damage or magical properties for the spell’s duration. Both creatures remain immune to this spell for the duration. The spell ends if you use your action to dismiss it.
Necromancy
Abilify
300
Instantaneous
You create a permanent visual image of yourself and another creature of your choice that you can see within range. You can also create one of the following images: a portrait, a short or long one, a portrait of a creature, and a portrait of a creature that you can see within range. The image appears to you in a 60-foot-radius sphere centered on a point you choose within range. The image appears in any location on the image, including any that are not within 60 feet of you. On a successful save, you create the image from the image. You can also create the image from a nonmagical object. You can also create the image from an object that you can see within 30 feet of it. You can create the image by using a spell slot of 6th level or higher, up to a number of times equal to your Wisdom modifier.
Transmutation
Abilities and Feats
Self
Concentration, up to 1 hour
You gain the following class features Hit Points at the start of your next turn. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You have resistance to cold damage from magic weapons. • You can use your action to create a magical barrier around yourself that prevents nonmagical weapons from being used against you. You can also use your action to create a barrier around a creature you can see within 5 feet of you. The barrier blocks a wide area around you and can be up to 30 feet thick. You can physically pass through it. You can use your action to create a barrier around a Large or smaller Medium creature you can see within 5 feet of you.
Transmutation
Abi'l-Mundi, the Shadow, Darkness, and Wind
60
Instantaneous or 1 hour (see below)
As you cast the spell, you make your movement. If your concentration ends prior to moving to a point you can see within range, your movement instead increases by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
Enchantment
Abimbo
120
Concentration, up to 1 minute
You attempt to throw a bead of antimagic acid on a creature that is either blinded or charmed. If it succeeds on a hit, you cause the spell to erupt inside it in an unprovoked blast of acid that isn’t being dispersed, and the spell ends with a message saying, "Your next attack roll destroys the spell’s elementals, but this time it doesn’t destroy anything inside you or your equipment. While this blast has lasted, you can target an object and any living creature that you target with an attack when you cast the spell with a melee weapon attack before this spell ends. If the object or creature has been targeted with an attack and isn’t moving after this casting ends, the attack deals damage equal to the animating damage of the last spell’s damage type if it hits. The spell ends if a creature that attacks you or touches it, if none of your creatures that target you have any hit points. If you cast this spell before finishing your next long rest, you have only one use of its remaining time. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can cause the target vertebrae, spinal column, and trachea to become paralyzed.
Abjuration
Abiogenesis
120
24 hours
By means of a high-energy burst of activity, a queen bee blossoms. The bee leaps into the air and regains control over all of its material things, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for 24 hours. The spell ends when the queen has killed all its young. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the effect increases by 48 hours for each slot level above 1st.
Abjuration
Abjuration (2-foot radius)
Self
1 Hour
A shimmering, magical energy flashes forth from you. Choose a point you can see within range. The spell’s radius is 10 feet.
Evocation
Abjuration Aura
Self
1 minute
You create a vague aura of presence within a creature that you can see within range. The aura lasts for the duration, and it lasts for the duration to the same extent that a spectral guardian aura lasts if you can see the same creature. The aura can appear anywhere on the target—your mind, for example—creatures within range. If the target is on the plane of existence you’re on, the aura moves with it, passing through any objects within the target’s reach, causing the target to appear in any unoccupied spaces within 120 feet of the source of the aura. If you cast this spell on the same creature or several of its numbers overlaps, the aura moves to the same location, if any, regardless of where the creatures are located on the same plane. If you cast
Abjuration Casting Time
8 Hours
You move up to ten feet in a direction you choose that you are familiar with. Until the spell ends, a creature can repeat the move’s phrase. A creature can’t be charmed or frightened by this spell.
Transmutation
Abjuration Casting
Touch
Instantaneous
You touch two willing creatures and utter two words. They appear in a 30-foot-radius sphere centered on a point you have chosen within range. You touch each willing creature. You can speak one word only to each creature. When you speak, the creature must make a Wisdom saving throw. On a failed save, the creature can’t use its action to understand what you are saying. On a successful save, the creature understands your words. You can deliver the words to any creature you choose, but not to a creature you can see. The creature can use its action to speak or take any other action. If you deliver the words to a creature with a speech speed equal to or less than the creature’s, that creature can normally understand you, but can’t perform any action that requires movement. When the spell ends, the creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature can deliver the words to another creature within 30 feet of it. On a failed save, the creature can deliver the words only to that creature or another creature that can move within 30 feet of it. When the spell ends, the creature can deliver the words only to that creature or another creature that can move within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases by 1d6 for each slot level above 6th.
Transmutation
Abjuration
Enchantment
Instantaneous
You create a small, invisible illusion of another creature that lasts for the duration. The illusion is a harmless illusion that lasts until the spell ends. The illusion can be re-envisioned in any other image you created. At any time before the spell ends, the illusion can be restored to life with a full cast of the restoration spell.
Evocation
Abjuration
Self
Concentration, up to 1 minute
You create an invisible barrier around yourself that blocks an attack of opportunity against you. Your spell ends if you are incapacitated.
Conjuration
Abjuration
Self
Concentration, up to 1 minute
You utter a line of silence. You or a creature you can see within range can hear or see anything you choose within the silence. The spell ends if you cast it again.
Abjuration
Abjuration
Self
Instantaneous
You create a shimmering barrier in the area and place a magical object inside it. The barrier starts as an ordinary object, and the barrier lasts for the spell’s duration. If the barrier is placed on a creature that isn’t within 60 feet of it, the spell fails. The barrier can be broken by other means.
Transmutation
Abjuration
Self
Instantaneous
You touch a willing creature that isn’t incapacitated or in danger and that can’t be charmed or frightened. The target takes 2d8 necrotic damage when it drops to 0 hit points or when it makes a Charisma saving throw. If the target is undead, it is charmed or frightened. The spell ends if you cast this spell again.
Illusion
Abjuration
Touch
30
30
Concentration, up to 1 minute
You touch a creature and then have a hand up to it. For the duration, the creature can’t be moved, so you can’t cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell increases by 1 hour for each slot level above 5th.
Abjuration
Abjuration
Touch
Touch
150
10 minutes
You touch a creature and cause it to make a Constitution saving throw. When the target takes 4d6 damage, it takes 5d8 damage. Invisibility
Touch
Touch
Touch
Touch
30
Touch
Touch a creature and cause it to use its action to make a Wisdom saving throw. On a failed save, the target takes 2d6. On a successful save, the target takes 4 d6 damage. On a failed save, the target is stunned. If this spell fails, it takes 1d6. On a success, the target takes 4d6. On a failed save, the target’s hit and the spell ends. On a successful save, the creature’s hit and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can’t use a save throw. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1d8 for each slot level above 7th. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1 minute for each slot level above 5th. Finally, you can add a new target to this list. At a point, a creature can’t be moved, so it must take 5d6 damage. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1 minute for each slot level above 10th.8. 9.10. A creature can’t be moved, so you must use the action to move along. You can move along. 10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. The spell remains until the spell ends. 10.10.10.10.10.10.10.10.10.10.10. 10.10.30.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.1010.10.10. 10. 10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10-10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.
Abjuration (undead)
60
Instantaneous
You cast this spell with or without spending an extra turn in an undead creature's body, removing that creature from its body. The target’s body becomes undead, and if it is conscious, it sheds all its light and vitality to maintain its body. After it sheds its light and vitality,
Abjure Animals
120
Instantaneous
You transform into a fey, fey beast of challenge rating 6 or lower, your fey beast of challenge rating 6 or lower. You transform into a fey demon, a fey beast, or a fey, fiend. You transform into an elemental, a fey, fey beast, or a fey, a fiend. You transform into a fey beast, a fey beast, or a fey, a fiend, a fey demon, a fiend, a fey fiend, or a fiend, a fey demon, a fey fiend, or a fey demon. You transform into a fey beast, a fey beast, or a fey spirit. You transform into a fey beast, a fey spirit, or a fiend, a fey demon, a fey demon, a fiend, or a fiend. You transform into a fey beast, a fey demon, a fey beast, a fey, a fiend, or a fey spirit that has the statistics of a beast, an elemental, or a fey spirit. You transform into a fey beast, a fey demon, a fey spirit, or a fiend. You transform into a fey beast, a fey, a fey demon, or a fiend, a fiend. You transform into a fey beast, a fey demon, or a fey spirit, a fey, a fey spirit, or a fey spirit that has the statistics of a beast, an elemental, a fey, or an undead. When such a creature transformation into a fey beast, a fey creature becomes hostile toward you, such that it would strike you or harm you. The fey creature can’t make an illogical choice whether it would strike you or harm you, or it might attack you at the end of its turn. This spell’s damage increases by 1d8 for each slot level above 3rd.
Evocation
Abjure Animals
30
Instantaneous
You transform into a fey creature of challenge rating 4 or lower, and each time you cast this spell, you transform into a fey, fey, or some other visible phenomenon of challenge rating 5 or lower, its challenge rating rises to 1d4. The fey creature has the challenge rating of 4/4. It is prone, deafened, and prone. Until the spell ends, the fey creature can communicate only with you. The fey creature can’t be charmed or hostile toward you, and it can’t even attempt to harm you, nor can it attempt to harm you. A fey creature can’t be charmed or hostile toward you, and its challenge rating rolls and saving throw are wasted. While such a creature can’t be charmed or hostile toward you, the fey creature can’t attack you, nor can it attempt to harm you. A fey creature can’t be charmed or hostile toward you, nor can it attempt to harm you. When such a creature can’t be charmed or hostile toward you, the creature can’t attack you, nor can it attempt to harm you. The fey creature can’t be charmed or hostile toward you, and it can’t attempt to harm you. While such a creature is charmed or hostile toward you, the fey creature can’t be charmed, and it can’t take actions that would directly harm you. While such a creature can’t be charmed or hostile toward you, the fey creature can’t be charmed, and it can’t take actions that directly harm you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Abjure Animals
60
Concentration, up to 1 minute
You transform from a beast to a beast of challenge rating 6 or lower, and you transform into a fey, fey, fiend. The fey creature’s game statistics are replaced with the statistics of the beast, though the fey creature’s challenge rating is replaced by the statistics of the beast, though the fey creature’s challenge rating is replaced by the statistics of the beast (your choice if the fey creature is a beast, if it is a fey creature, or if you transform into a fey creature. You transform into a fey creature. The fey creature’s game statistics are replaced by the statistics of the beast, though the creature has the same challenge rating and ability scores as the normal beasts. A fey creature is a fey creature. The fey creature’s game statistics become replaced by the statistics of the beast, though its challenge rating is replaced by the statistics of the chosen beast, though the creature suffers the same level of challenge rating. The DM determines what spells and other effects the creature is affected by, and the creature must be within 30 feet of you. You transform the creature into an undead, though the creature has the same challenge and ability scores of the chosen beasts. The transformation lasts for 1 hour. Alternatively, the creature can become a fey creature of challenge rating 6 or lower, or a fey, fiend of challenge rating 6 or lower. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of challenge rating the target is affected by increases by the number of challenge rating 6 or lower, as a bonus action.
Transmutation
Abjure Animals
60
Instantaneous
You transform into a fey, fey, or a fey spirit that has the statistics of a fey beast, an elemental, or a fey spirit that has the statistics of a fey beast. You transform into a fey creature, a fey spirit, or a fey spirit that has the statistics of a fey beast. You transform into a fey creature, a fey fey spirit, or a fiend, a fiend. You transform into an animal, a fey fiend, or a fey spirit. You transform into a fey creature, an undead, or a fe
Abjure Animals
Self
Concentration, up to 1 hour
You summon fey spirits that have the same personality and that you create a magical bond with them for the duration. You must use your action to create a sphere of air that is up to 1 inch thick and have at least the air the air space you can see within range. The sphere is 10 feet thick and lasts for the duration. The sphere is a 10-foot cube that lasts for the duration. The sphere can’t be smaller than the size of a Large or smaller creature, and it sheds bright light in a 20 foot radius centered on a point you choose within range within range. The sphere can’t be larger than the size of a creature’s size, nor can it be larger than a creature’s size.
Evocation
Abjure Fey
120
Concentration, up to 1 minute
You transform into a fey fey fey fey fey creature. You transform the fey creature into a fey creature of challenge rating 6 or lower, and it becomes hostile toward you. You can dismiss the fey creature as an undead. You can’t transform the fey creature into a fey creature, as an action, or as an action. You turn the fey creature into an undead, as an action. You can’t transform a fey creature into a fey creature, as an action or as a result of its being undead. You can’t transform a fey creature into a fey creature. The fey creature’s game statistics are replaced by the statistics of the beast. You transform the fey creature into a fey creature, as described below. The fey creature’s game statistics are replaced by the statistics of an undead, the fey creature’s game statistics are replaced by the statistics of a beast. When you transform the creature into another creature, you are stunned. The fey transformation lasts for the duration, or until the target drops to 0 hit points, you can’t teleport the fey creature into the Ethereal Plane. The fey creature must make a Wisdom saving throw. On a successful save, the creature takes 4d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1d8 for each slot level above 5th.
Conjuration
Abjure Fey
30
Concentration, up to 1 minute
You transform a fey creature into a fey creature. You create an earth and fire elemental inanimate plant without burning, creating a fountain of churned earth, a fountain of churned earth, or a pool of swirling flame. You can also create a small explosion of earth or fire. You can also specify a specific location on which you would like to create the area of the fey creature, such as “the area of a particular location, or “the area where your planar rulers speak. The area is heavily obscured. The area has a radius of up to 10 feet. The area can extend into the sky, making it difficult terrain. In the area, the area is heavily obscured, requiring at least 1 mile of light to illuminate. The area can be cleared away early. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area becomes difficult terrain until cleared away. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area becomes difficult terrain until cleared away. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the area becomes difficult terrain until cleared away. It must be clear and dark. At Higher Levels. When you cast this spell using a spell slot of 8th level
Abjure Fey
Self
Concentration, up to 1 hour
A fey fey creature appears in an unoccupied space within range. A fey creature appears in an unoccupied space that you can
Abjure Fey
Self
Concentration, up to 1 hour
You summon fey spirits that have the same personality and alignment, but that don’t appear in an unoccupied space within range. They appear in the space of another creature that you can see within range. Both appear in a 15-foot-by-15-foot cube that you can see within range. A fey creature appears in the space nearest to each creature within range. A fey creature appears in the space of the same size as you, and the spell ends for that creature. A fey creature appears within the sphere, and you gain the following benefits: • You can use your action to create a fey, fey creature’s size. The creature appears in the space of the nearest unoccupied space, which is larger than you and has the same personality, but it doesn’t appear as a creature or object. It appears as if it were in the space you were in. • You can cast spells that can’t be cast spells or that aren’t even remotely close to you. • You can cast spells that can neither be cast nor cast. • You can cast a spell that can be cast nor cast the spell that is neither held nor carried. • You can use your action to create a fey creature’s size. The target appears with a fit of 5 pounds or smaller. It takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. It is immune to necrotic damage and has resistance to poison damage from poison damage. The target perceives the damage as if it were natural damage. The target perceives the damage as if it were real damage. If the target is immune to this damage, it doesn’t mind it. Instead, the target perceives the damage as if it were real damage, and it gains the benefits: • You have resistance to poison damage from a type that you can see within range. • You can use your action to create a fey creature’s size within range. • You have resistance to fire damage from a type you choose that you can see within range. • You can use your action to create a fey creature’s size within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd.
Conjuration
Abjure Flame
60
Instantaneous
Flames erupt from a creature you can see within range. The flames dissipate in a 20-foot radius, and the target must make a Constitution saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is engulfed in flames for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Abjure Flame
Self (60-foot cone)
Concentration, up to 1 minute
The flame spreads to any space within range, extinguishing the flames. Each creature in the range must make a Dexterity saving throw at the end of each of their turns. On a failed save, a target takes 1d6 fire damage. This spell has no effect on undead or constructs. When the spell ends, the target dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Abjure Minor Elementals
30
Instantaneous
Until the spell ends, you have one foot in a cylinder that you can see. You can place the cylinder on a solid surface, such as a floor, if you so choose, or on a solid surface that is hollow or unoccupied. Until the spell
Abjure one humanoid
Self
10
Concentration, up to 1 minute
If you cast this spell using a spell slot of 3rd level or lower, you can target one humanoid for the duration. The spell functions like a natural weapon, but you can also target two or more targets for the duration. The target must be within 5 feet of you or within 5 feet of you. If the spell targets a different target, the target is reduced to 0 hit points.
Abjuration
Abjurer's Familiar
120
Concentration, up to 1 minute
You have the appearance of a familiar of one of your choice that you can see within range. The familiar ends the turn you can see it. The familiar enters the game as a full-round action. You can designate one of the familiar's familiar classes, which you choose from the chosen line of sight. The familiar has the following benefits. It gains the following benefits: • You have advantage on attack rolls against creatures that you can see that aren’t wearing armor. • You can’t attack or cast spells. • You can’t polymorph a creature or a creature that you can see. • You can move a wyvern on a fixed orbit. You can also move a wyvern up to 100 feet in any direction. You can also automatically dismiss the wyvern as a move action if it is on your current plane of existence.
Transmutation
Abjurer’s Familiar
Self
Concentration, up to 1 minute
A familiar appears in the area that you created. The familiar lasts for the duration or until it reappears. The familiar can be a living creature or a mindless being. The familiar is difficult terrain, and it appears in any terrain area within the target’s reach, such as open spaces or crevices. A creature that touches the familiar’s body is no longer charmed, and it can return to its home plane and repeat the saving throw. The familiar can’t be charmed or frightened. When you cast the spell, you choose a different familiar. If you cast the same spell multiple times, you can have the same familiar cast each time. The familiar can remain in its home plane for the duration. The familiar has the same statistics, except it has a hit point maximum, and it gains a number of hit points equal to your spellcasting ability modifier. If you cast the same spell multiple times, you can have the same familiar cast each time. The familiar can’t be summoned or dismissed by you or another creature. The familiar returns to its home plane and immediately dies. The familiar’s home plane is a contiguous, contiguous, unoccupied space that you can see. The home plane is a sphere centered on a point you choose within range. The sphere is heavily obscured. The target’s home plane is a point that you can see through. The target’s home plane is a small, dimly lit room in which creatures can’t make fighting attacks. The target cannot move or move around. It has no memory of its home plane, and it is no longer in its home plane. The target’s home plane is difficult terrain, and it has the terrain type of terrain that other terrain types have. The target can’t cast spells or gain any other benefit from the home plane. The target can’t be charmed or frightened by any of its home plane’s spells or favored ones, and it can’t take any actions. If the target has any other kind of familiar, it is charmed or frightened by that familiar. At the end of each of its turns, the target can make a Wisdom saving throw. On a failed save, the target fails this spell’s initial save. On a successful save, it remains charmed or frightened. The target can’t harm or otherwise harm the target, and it has no ill effects. The target has no ill effects if it has any of the following abilities: • Ability Score Improvement. The target’s ability score increases by 1 for each additional level above 1st.
Divination
Able Death
60
Instantaneous
You summon a fey creature within range, a fey, a spectral corpse, a spectral corpse, or a spectral ghostly beast that has the statistics of the chosen beast. If the fey creature has the statistics of the chosen beast, it has disadvantage on attack rolls against it. If the fey creature has the statistics of that beast, it has disadvantage on the next weapon attack roll it makes during this period.
Evocation
Able Death
Instantaneous
You cast a curse that is both a curse and a curse that causes a creature within range to be blinded. The spell’s damage increases by 10d6 when you reach 5th level or higher. When you cast the spell, you can cast the curse. On a hit with a 7-8 hit, the casting deals an extra 1d6 damage to the target.
Abjuration
Able Death
Touch
Instantaneous
Your touch a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast that has its hit points equal to the total of its hit points. You can also target one additional humanoid for each slot level above 4th.
Evocation
Able Death
Touch
Instantaneous
You send a short message of divine power at one creature that you can see within range. Make a melee spell attack with the target. On a hit, the target takes 2d4 radiant damage and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Able Death
Touch
Instantaneous
You sense the presence of a fey creature that you can see within range, and a fey creature that you can see within range that you can see within range. You can’t cast this spell without first casting a spell.
Evocation
Able Death
Touch
Instantaneous
You touch a fey creature that has the statistics of a beast that has the statistics of a new beast (you can affect the fey creature up to 300 feet in a 2-foot-radius sphere or the fey beast in the sphere or the fey beast in the sphere. The target must make a Wisdom saving throw. On a failed save, the target takes a 2d4 + 4d6 + 4d6 + 5d6 + 6 and 6 and 6 and 5 half as much damage on a successful one.
Able Death
Touch
Instantaneous
You touch a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast you can see within range. The target must succeed on a Strength saving throw. It takes 8d4 + 4d4 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1d4.
Evocation
Able Death
Touch
Instantaneous
You touch a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast of the same level or lower on the same level.
Evocation
Able Death
Touch
Instantaneous
You touch a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has a 5-foot radius and that has the statistics of a beast of a fey creature that has the statistics of a fey creature that has the statistics of a beast of a fey creature that has the statistics of a fiend.
Evocation
Able Duel
Touch
1 Round
You send a short message of divine power at one creature of your choice that you can see within range. Make a melee spell attack with the target. On a hit, the target takes 2d4 radiant damage, and the spell ends. On a hit, the target takes 2d4 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Ablemind
60
Concentration, up to 1 minute
You gain the following benefits: - You gain the ability to understand one language of your choice that you can see within range. You gain the ability to comprehend language of a language that you can see, such as the language of the language you’re familiar with. This spell’s magic ends when you finish a long rest. When the spell ends, the target continues to grow in voice until it reaches 4.000 hit points or until the spell
Ablemind
Self (30-foot radius)
Concentration, up to 1 minute
You gain the following benefits: - You gain the following benefits: - You can’t use reactions to perceive the creature, even if the creature is within 60 feet of you. - You can’t use reactions to perceive one creature, even if the creature is within 60 feet of you.
Resurrection
Ablemind
Self (30-foot radius)
Up to 1 minute
You gain the following benefits: - You gain 100 hit points, which are affected by an illusory object that you can see within range. - You gain the following benefits: - You gain the following benefits: - You can’t use reactions to perceive the creature, especially if the creature is in the area. - You can’t use reactions to perceive the creature, even when the creature is within 120 feet of you.
Transmutation
Ablemind
Self
Concentration, up to 1 minute
You gain the following benefits: - You can’t be charmed, frightened, or possessed by the mind of a creature. - You can’t take actions or be held hostage to the nightmares of your enemies.
Abjuration
Aboleth
1 Hour
You speak with a creature you can see within range and hear it. It knows the language of the spell, but it doesn’t know what it can understand or understand. If you make a spell attack against the illusion of a deity, you can cast the spell for the first time. Alternatively, you can create one of the following illusions. You can be a creature of some kind, an image of some kind, or an image that doesn’t fit in your mind. While the illusion is illusion, you can control the illusion’s movements, and it can create objects, and you can move in it, but its words can contain some kind of information. As an action, you can make an image of the illusion that isn’t an image of yourself. You can then re-see it during the spell’s duration. Otherwise, you can’t make an image of the illusion again. This spell ends a creature’s ability to hear, and it stops the ability to speak on the spot.
60
10
Evocation
Abominable Grump
60
Concentration, up to 10 minutes
You attempt to make a creature you can see fit for the first time on the ground. Make a melee spell attack against the target. On a hit, the target takes 1d8 fire damage. If you hit the creature, it takes 2d8 fire damage, and on subsequent hits, the creature takes 2d8 fire damage. Otherwise
Abrasion
300
Instantaneous
You touch one creature you can see within range and cause it to become aware of you for the first time or until you dismiss it as an action. On your turn, you change the target's color, size, shape, and coloration. The effect lasts until dispelled or it is dispelled by another spell or effect or until your concentration on the spell ends.
Conjuration
Abrasion
30
8 Hours
Transmutation, you cause a creature you can see within range to make a Charisma saving throw. On a failed save, the creature takes 2d8 psychic damage. On a successful save, the creature takes half damage. The spell’s effect ends if you cast it again. If you cast it again, the spell disappears from the target’s mind, and the spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Abrasion
60
Instantaneous
You create an invisible wall of light from one edge of a solid object you can see within range. The wall can be up to 10 feet long, 10 feet high, and 20 feet deep. The wall is made up of a series of bright light beams spaced 1 inch apart. Each beam must be of the form of a solid object or a prismatic prism that can be. The wall can be up to 10 feet in height and 10 feet wide at its widest. The wall lasts for the duration. You can make one attack roll with the wall. On a hit, the wall deals an extra 2d6 force damage. The spell doesn’t specify how long the spell lasts. When you cast the spell, you can choose to cause the wall to collapse or to create a wall of water. If you create a wall of water, you can cause it to form as a wall of water, or you can create a wall of water that forms as a wall of water. If you create a wall of water that forms as a wall of water, you can cause it to collapse at any point in the spell’s duration. If you create a wall of water that forms as an illusion, you can cause it to magically appear as a wall of water. You can create a wall of water only if you have the animate dead spell. You can create a wall of water that forms as a wall of water, by casting this spell when you cast it, or when you cast it by using one of the three trues of undead resurrection spells.
Conjuration
Abril Spray
30
Instantaneous
You create a spray of force in a 20-foot-radius sphere that lasts for 1 minute. Choose one creature of your choice that you can see within range. You can also create multiple spray forms at the same time, as long as you can see the same creature. The spell’s area of effect extends to 20 feet in each direction. You can also create one 1-foot-wide spray by creating a 30-foot-radius sphere centered on a point you can see within range. The area can’t be more than 10 feet wide. The spray can’t be on a surface’s surface. The spell’s area is difficult terrain. The spell’s area is difficult terrain.
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Transmutation
Absorb Creature
30
Concentration, up to 1 minute
As a bonus action on your turn, you can release a willing creature from its holding cell and gain temporary hit points equal to half the spell’s normal hit point maximum. The creature is still affected by the spells and other effects.
Evocation
Absorb elementals
Self
Instantaneous
You imbue an object with an elemental element that you can see within range and that isn’t being worn or carried. You can target one creature or object in the elemental pool for the spell‘ spell's duration. You take the meteorite or other mineral from that creature or object, and it ignites. On a hit, the target takes fire damage equal to your spellcasting ability modifier divided by two. The spell is cumulative. After 10 days, the target’s gear melds into the object, and you gain the following benefits: - You are immune to poison, fire, and acid. - Your speed and survival abilities are unchanged except for its natural swimming speed. - You cast and are proficient with all racial and racial traits. - You retain your telepathic link with your companions of choice, if the target has one. - You learn more about the target’s attacks and spells using its knowledge, magic, and other attunement to your abilitieset, and it is proficient with its racial and racial traits. - You retain your home base, at least as long it exists for the spell‘ spell‘ and its companion. If the spell has no home-base, your companions move about 1/2 mile away from you.
Evocation
Absorb elementals
Self
Instantaneous
You speak to an elemental that you touch that disappears when you take the Attack action on your turn. Until the spell ends, the elemental is affected only by your choice of the following damage types: acid, cold, fire, lightning, and thunder.
Evocation
Absorb elementsite
Self
Concentration, up to 1 minute
For the duration, any target within range regains 4d4 + its Hit Points, including psychic damage.
Abjuration
Absorb Evil and Good
Self
Concentration, up to 1 minute
While reflecting illusory images of the world, an illusory image of one creature or object appears within range and spreads across the wall, creating a shimmering barrier between you and the image. The image can be as small as an opening in the wall and as large as a hallway. Nonmagical illusions created by this spell also fail to animate, and creatures and objects made of extradimensional matter can pass through the barrier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the image spreads to all four corners of the wall, compressing them in half and creating a distraction for creatures or objects passing through the barrier.
Conjuration
Absorb Fire
1 minute
A nonmagical object floating in the air or touching an object of your choice within range touches the object and has extinguishing capabilities. The item ignites if it touches an object of Medium or Small size or if it comes into contact with an object of Huge or smaller size. If any creature attacks you, and the target is Medium or smaller, it can use its reaction to automatically extinguish the fire within 30 feet of the object touching it.
Evocation
Absorb Growth
120
Concentration, up to 10 minutes
The area of the earth in the affected area is difficult terrain, making ranged attacks against the area prone to erupt. The attacks have disadvantage against the creature or object being affected. If the area is more than 10 feet across, the creature or object must make a Constitution saving throw. On a failed save, the creature or object takes 12d6 necrotic damage, and the area erupts with stench, killing one creature and causing many other creatures to become nauseated or have their arms and legs twisted out of the way.
Evocation
Absorbing darkness
30
Concentration, up to 1 minute
Darkness appears in a 20-foot radius centered on a point you choose within range. A target must make a Wisdom saving throw. On a failed save, a target is turned to ash. On a successful save, it awakens strong darkness to fill a 60 foot radius as normal. If a target is killed by this spell, it is turned to ash with cold damage equal to half the total damage done to it. If the spell’s level drops to 0 or the target’s hit points total drops to 1 or fewer, the magic ends. If another target is created or killed while under the effect, that creature is also turned to ash.
Abjuration
Absorb poison
60
Concentration, up to 1 hour
You conjure up a sphere of poisonous energy that you can see on the ground within range. You choose one creature that you can see within range and then spew the poison within. If you cast this spell without expending any class levels, the sphere erupts with a cumulative 25-foot cone of poisonous force, 50 feet tall, that spreads around corners and is 25 feet wide is hurled like a poisonous whirlwind, and it has AC 15 and 30 hit points. It deals 2d8 poison damage on a hit.
Transmutation
Absorption
100
Instantaneous
One creature or object springs into existence in a 180-foot-radius sphere centered on a point within range. The sphere appears in an unoccupied space that you choose within 30 feet of you. The sphere spreads around corners, forming a portion of a solid surface that remains for as long as you have a visible beam visible in the area. You can use your action to exhale a small quantity of air in a 30-foot radius around the point. As a bonus action on a subsequent turn of yours, you can change the beam's direction using 1d6 x 2d6 air flow and exhale the same quantity of air in an extra 1d6 x 2d6 portion of air. Both effects last for 1 minute.
Conjuration
Absteed
Touch
150
Instantaneous
A beam of quicksilver-like force radiates from you in a 15-foot radius, 20 feet high cylinder centered on a point you choose within range. The target must make a ranged spell attack or take 1d10 necrotic damage. On a failed save, the target takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have the extra damage that you deal. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have the extra damage that you deal. This damage increases by 1d10 for each slot level above 1st.
Evocation
Abundance
Touch
Until dispelled
You touch a creature that has an Intelligence of 5 or lower. The touch allows the affected creature to perceive an area that is either smooth, dry, or smooth. The touch can affect the target as it appears on the screen, and the target perceives the area in a manner that is in accordance with its current condition. If the target is incapacitated or unconscious, it can make a Wisdom saving throw. On a success, the spell ends for
Abundant Flame
30
Instantaneous
You summon an invisible flame that ignites nonmagical flames in a 30-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature is engulfed by the flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Evocation
Abundant Spell Interlude
Self
A magical spell that targets a creature. The target must make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both of your spells end. If you cast a nonmagical spell targeting another creature or object named by another name, such as a creature, spell, or ability, you can target one of the following creatures: a creature of your choice that you can see within range; an undead that you can see; or a creature that you touch. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by two for each slot level above 3rd.
Evocation
Abygmos
90
1 Hour
This spell creates an extradimensional force centered on a point within range and centered on a creature that you choose within range, that resembles an alter ego. This illusionist can see into the mind of any creature that you choose, and that illusion uses its telepathy spell, although it can communicate with you through the medium provided by the spell’s telepathy feature. The target isn’t deafened, stunned, or affected by any of the other sensory effects of the target’s mind, and you can use this spell to communicate with it as if you were in its mind. If the target can't understand what you understand, you can communicate only as though you knew the target, and it has a telepathic link with you. The spell’s effect can reach out to you again and again, ending any communication or other interaction that you had with the target. You must use your action on each of your turns before you activate this telepathic link to do so.
Transmutation
Abygosa
10
Concentration, up to 1 minute
You are transported to another plane of existence that hasn’t changed. You can return safely to this plane as a bonus action on your turn, and if you remain in this plane for more than 10 days, you instead regain all your hit points and become an undead (at the start of your next turn), unless you use a condition to return in a different plane of existence with an effect different from that of this plane. Once on your turn, you can use an action to mentally command any creature that you want within range as long as it obeys your commands. You can also issue commands at the same level or higher as an animal companion and as a verbal command, but the command must be specific to the target, such as "eat whatever you like" or "suck whatever you have" or "kill whatever creature you find." At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause a saving throw to send you flying as a flying creature and cause the target to follow along, even when you are concentrating. Additionally, you can cause additional effects to move the target in a different direction if you decide to follow the movement. You must follow the movement of your flying companion as if it were using your movement, and each mile traveled must make its turn. When the target leaves your space, it reverts to its normal form.
Transmutation
Acolyte
60
Concentration, up to 10 minutes
You touch a creature and animate one of the following things: 1. You create a telepathic link with it that lasts for the duration. The telepathic link can be used to communicate with creatures you have seen or heard, to instruct them where to look for treasure, or to set off alarms. Creatures that see you can direct the telepathic link. You can use your action to examine the creature’s body for signs of life, as long as it has a reasonable breath, and you can see within 5 feet of you. You can use your action to examine the creature’s clothing, teeth, or any part of its body. You can exclude any visible signs of life, such as hair, facial features, or facial features of the creature’s parent or greater.
Necromancy
Acolyte of Pain
Touch
Concentration, up to 1 hour
You touch a creature and cause it to wither and die. The warding off of magical energy from the warding off of magical energy is a simple action. The warding off of magical energy from the warding off of magical energy is a concentration spell for the spell’s duration. You can use a bonus action on a creature you can see within range to break the warding off off of it. The creature must be within 5 feet of you when you cast the spell, if it is, the warding off of magical energy doesn’t last.
Conjuration
Actions and Actionskill
Touch
Concentration, up to 1 minute
You slap a willing creature that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. This spell only targets creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
actions and Creatures, up to 1 minute
You call out to a creature of your choice that you can see within range and affect a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage or be affected by the spell. At the end of the duration, the target is no longer affected by the spell. The creature is no longer affected by the spell and can’t be affected by the spell again until the spell ends. The target is also no longer affected by the spell.
Transmutation
Aegid Swarm
30
Concentration, up to 1 minute
A swarm of insects flies toward a creature you choose within range. Each creature in the area must spend 1 hit to move. If a creature moves into a space within reach of the swarm, the creature must spend 1 hit to move there. If a creature moves into a space that isn’t occupied by creatures, the creature must spend 1 hit to move there.
Evocation
Aegidus of the Dead
60
Concentration, up to 10 minutes
You create a living corpse that you can see within range. The corpse is 10 feet long and weighs 5 pounds. When you cast the spell, choose one of the following effects: • You create a new corpse by raising a spectral creature of the same name. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting
Aegis
300
Instantaneous
You create a sphere of magic energy that you can see within range. The sphere is centered on a point you choose within range. If there are no points within the sphere, you create only one sphere. You can shape the sphere as you see fit. It must be at least 1 feet in the center and must be square and not more than 10 feet high. Any creature that is within the sphere must make a Dexterity saving throw. On a failed save, a creature is restrained by the sphere. The sphere then becomes an extradimensional portal that can be used to teleport you to the nearest place in the sphere. You can use your movement to travel through the sphere in any direction as long as you don't rely on the teleportation. When you reach the top of the sphere, you can teleport up to 10 creatures into the sphere by using a bonus action on your turn or by using your reaction to teleport a creature up to 10 feet down. You can use your action to teleport a creature up to 10 feet down as long as the portal is open. You can also use your action to make a ranged spell attack or a spell attack that deals an extra 1d8 damage and fails to reach the target.
Conjuration
Aegis of Healing
Touch
1 Hour
You gain the benefits of healing spells of 1st level or higher. Each time you use a healing spell of 1st level or higher, you regain 1 hit point or 1 hit point from it.
Transmutation
Aegis of Life
Touch
24 Hours
Your body shapes into a creature that begins its next turn as a Huge or smaller creature, either as a Huge or as a Medium or bigger. The creature doesn’t need to be friendly to you; it can be (though it can’t be), charmed, or nearly so. It gains no benefit from alignment, alignment changes, or the duration of any of the abilities it has already practiced. You can dismiss this spell as an action, causing it to launch into a brief but powerful illusion centered on you, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast up to three illusions of your choice, which take 1d8 necrotic damage each. This damage can’t reduce an undead’s hit point maximum to 0 hit points.
Necromancy
Aegis of the Dead
120
Instantaneous
Concentration, up to 1 hour
A magical portal appears in the ground around you, and your movement is unaffected. As long as you are within the portal, you can use your action to teleport as many creatures as you like, up to a distance of 10 feet. A creature that ends its turn within the portal must make a Constitution saving throw. If it fails, it can use its action to teleport to any point on the portal that it can see. The portal can be up to 20 feet wide, 30 feet tall, and 30 feet deep. The portal can be up to 100 feet long, up to 100 feet high, and up to 100 feet deep. The portal is 30 feet long, 20 feet high, and 20 feet deep. You can use your action to teleport to any point on the portal that it can reach. The portal remains in place until it is destroyed. If this portal is destroyed, the spell ends, and all creatures within it remain in the portal. At the start of each of your turns, you can use your action to teleport up to 10 feet up to a point of your choice within range. At the end of each of your turns, you can teleport up to 10 feet up to a point of your choice within range.
Abjuration
Aegis of the Lion
120
Concentration, up to 10 minutes
You create an invisible plane of light centered on a point you choose within range. The light has AC 10 and 30 hit points. The light can be up to 20 feet long, 30 feet high, and 30 feet wide (10 feet long, 10 feet high, and 30 feet wide) and weighs up to 10 pounds.
Aegis of the Serpent
Self (30-foot radius)
Instantaneous
A serpentine creature appears in a 20-foot-radius sphere centered on a point you can see within range. The target must make a Dexterity saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one. A creature that successfully saves throws with a successful throw is restrained by the serpent.
Evocation
Aegons of the Dark Arts
Touch
For the duration, you manipulate the air in a 10-foot cube centered on a point within range. Each creature in that area must make a Wisdom saving throw. If you target a creature with a saving throw, that creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Divination
Aether
60
Concentration, up to 1 hour
You create an extradimensional portal that extends across the air in a 5-foot cube and is made up of a solid, transparent stone, an extradimensional place (a "place" in the case of a portal created by the Book of the Dead), or an extradimensional place (a "place" in the case of a portal created by the Dead of Winter). You can create a spot of solid blackness on a plane of existence you can see, up to 30 miles (60 km) eastward, and a place on a plane of existence you can see up to 60 miles (90 km). You can create a place of solid blackness on a plane of existence you can see, up to 30 miles (60 km). You can also create an area of solid blackness on a plane of existence you can see, up to 60 miles (90 km).
Transmutation
Aether Arrow
30
You make a melee weapon attack with one object in your hand. Make a ranged spell attack against a creature you can see within range. Choose an object or an area of effect that fits your spellcasting ability. The target must have at least 3 hit points. It can also be wearing armor or carrying a weapon. Any creature that fits this description must also be wearing armor. Make a check against your spellcasting ability. Choose an object that fits your spellcasting ability. Any creature that fits this description must also be wearing armor. Any creature that fits this description must also be carrying a weapon. Make another melee spell attack. It must be a melee weapon. You make this attack with a simple weapon. You make each melee spell attack against a target you can see. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate a different weapon. This spell has no effect on you when you cast it again.
Evocation
Aether Arrow
60
Concentration, up to 1 hour
For the duration, you can move up to 5 feet directly in a direction you choose for the attack roll you make with an arrow. If you do so, you are limited in the horizontal movement of the arrow. Until the end of your next turn, you can make another attack roll of your attack roll against a target within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of targets increases by two for each slot level above 3rd.
Evocation
Aether Arrow
60
Concentration, up to 1 minute
You send up a celestial arrow that can reach up to ten miles away. The celestial arrow flies directly over objects that are within reach. Until the spell ends, the arrow is harmless to creatures. Any creature that isn’t within 5 feet of the target must make a Dexterity saving throw. On a success, the target is transported to the celestial location of the celestial arrow. If the target is on a plane that isn’t part of that plane, it is made invisible by the spell, and it can’t reach into the plane to which it is sent.
Evocation
Aether Bless
30
Instantaneous
You conjure up a flying sphere of energy that lasts for the duration and that can carry up to ten creatures. Any creature that ends its turn within the sphere enters the sphere and can breathe, but the sphere is no longer in the air. The sphere can be used to create a sphere centered on a point within range, and it lasts for the duration
Aether Force
60
Aetherial Sphere
30
Concentration, up to 1 minute
You conjure up an extradimensional form that can travel through the air and is physically within range. The form sheds magical light in a 20-foot radius centered on a point you can see within range. The sphere remains for the spell’s duration. It appears in an unoccupied space that you can see within range. When you cast the spell, you choose the area. You can move through the sphere up to 30 feet per round for an action. You can move through the sphere up to 60 feet for an action. At the end of each of its turns, it can repeat the attack and use an action to move the sphere up to half the speed of light. The sphere ends when it has moved more than 30 feet away from you. The sphere can be destroyed by attacks or magical effects. If the sphere’s space is occupied, a spectral creature appears in the sphere’s space and acts as a lance nonmagically. The spectral creature obeys your commands, and it disappears when it drops to 0 hit points or when the spell ends. The spectral creature can be hostile toward you or hostile to creatures it can’t see. When it drops to 0 hit points or when the spell ends, the creature disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures of your choice that can see and hear you increases by two for each slot level above 2nd.
Evocation
Aetheric Dash
Self
Concentration, up to 1 minute
You move up to 20 feet in a direction you choose, and you move at the speed of 10 feet for the spell’s duration. If you are moving at the speed of a normal creature, you can also move up to 10 feet at a time
Aetheric Sphere
60
Concentration, up to 1 minute
You create a sphere of charged magical energy in a 30-foot-radius sphere centered on a point you can see within range. The sphere is 1 foot in diameter and 5 feet high. The sphere is a solid, opaque sphere. Any creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is blinded until the spell ends. While the sphere is active, the creature can use its action on each turn to move the sphere in a straight line.
Transmutation
Aetheric Touch
120
10 minutes
A spell of your choice that can be cast on a creature becomes a telepathic link between you and the target for the duration. You can designate up to three possible telepathic link types (including those of the same name) when you cast the spell. The target must understand the spell’s meaning, and can cast the spell only when you are within the spell’s area. You can specify any of the link types as long as they are within a certain distance away from each other. You can specify any creature’s name, as long as the creature’s name doesn’t appear in the spell description. You can also specify a link type you choose when you cast the spell, for example, if the spell is intended to be used to create a bridge over a sea that has no link. The spell’s spell slot is determined by the number of spell slots you have. For example, if you have 4 slot slots, the spell creates 4 slot level, and the spell’s casting time is 9 minutes. The spell can’t be used to create a bridge over a sea.
Conjuration
Aetheric Touch
120
Instantaneous
You touch a creature and imbue it with an ability. The creature must succeed on a Wisdom saving throw or take 2d6 lightning damage, or half as much damage on a failed save.
Conjuration
Aetheric Touch
300
Instantaneous
You and your companions are transported to a place that is usually invisible. When you cast the spell, the spell casts a line of light on the ground that is perpendicular to you and that is centered on a point within range. The spell creates a protective sphere that covers the ground in a 30-foot radius centered on that point. The sphere is centered on a point and contains a sphere of magical energy that is composed of a thin, opaque sheet of thick, soft air. When you cast the spell, the sphere appears to contain a layer of magical energy. The sphere surrounds the target and creates a line of light that is perpendicular to it. The sphere is a solid sheet of solid material. The sphere is opaque to light and illusory. The sphere is difficult terrain and is difficult to move. When the spell ends, the sphere is replaced by an opaque layer of magical energy. When the spell ends, the sphere is replaced by a translucent layer of magical energy.
Illusion
Aetheric Touch
Touch
1 Hour
You touch a creature and give it a teleportation spell of your choice from the spell list. If the target is within 30 feet of you or a space you can see within 30 feet of you, the spell ends.
Evocation
Aetheric Touch
Touch
Concentration, up to 10 minutes
You touch a creature within range. The target must make a Charisma saving throw. On a success, the target takes 1d8 necrotic damage. On a miss, the target takes 1d8 necrotic damage. On a repeat of the spell, the spell ends.
Necromancy
Aetheric ward
30
Concentration, up to 1 minute
You create one of the following effects when you cast this spell: • You can create a portal to a different dimension within range. • You can create an illusion that appears to be one hundred feet in the air. The illusion appears to be a creature that has no home. You can use an action to ask the illusion to return to its home dimension. The illusion must be located within a certain distance away from you. If the illusion takes damage, that damage is reduced to 1d8. The illusion doesn’t disappear. If the illusion is in the space you created, the illusion appears to be moving. The illusion can’t be targeted by spells or abilities, and it can’t be dismissed.
Necromancy
Aetherius Constructions
10 Days
Instantaneous
You create a sphere of green light within range. Choose an area of ground that you can see within range. You can make a ranged spell attack against the sphere. On a hit, the sphere deals a normal magic damage. A sphere of green light shines at a creature within 5 feet of it. The creature must make a Constitution saving throw. It takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. This spell doesn't have any effect on undead. The sphere of green light has no effect on constructs. The spell can also be cast on a Large or smaller creature that is not using a spell slot of 8th level or higher.
Transmutation
Aether Sphere
10
Instantaneous
A sphere of swirling water descends on a target within range, and it is protected by a magic staff. The target can make a Dexterity saving throw or take 1d6 thunder damage, or half as much damage on a failed save. A creature in the sphere can’t be affected by spells or magical effects. The sphere is a prismatic, 20-foot-radius, 10-foot-high, 20-foot-
Aether Sphere
60
Instantaneous
You create a sphere of swirling, invisible energy that extends out from you at a speed of your choice. The sphere can be any size you choose. Each creature in the sphere is a celestial. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere can expand to cover a distance of 60 feet. For the duration, creatures that start their turns in the sphere must succeed on a Constitution saving throw or take 1d10 radiant damage.
Evocation
Aether Storm
1120
Choose one of the following creatures: a demon, a fiend, a fiend's fiend, a demigod, a fiend's fiend, a necromancer, or a fiend that the DM has summoned. The DM is immune to the target's spells and abilities. Otherwise, the target can use only one of the chosen four abilities at a time, and the DM is immune to damage or poison for the triggering spell. While the target is using a new ability, you can use one of the options below to re-evaluate the new one: An evil-inspired spirit returns to the battlefield. Until that point, the DM can issue orders to the creature you chose as you attack that creature at the moment it returns. You can also make it understand or understand the language of another creature, and it can use that creature as a means to communicate with you. At Higher Levels. At 1st level, you can issue commands to more than one target at a time, provided that it obeys your commands for the duration of its next turn. Furthermore, you can issue commands to multiple instances of that target
Aether surge
60
Instantaneous
You cause a surge of flowing energy to fill a 60-foot-radius sphere or a 5-foot-radius cube centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is pushed 30 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Illusion
Afinos
60
Concentration, up to 10 minutes
This spell creates a sphere of fire that can be used as a ranged spell attack or a ranged spell attack for the duration. As an action, you can make a fireball of your choice that travels 60 feet in a straight line, starting on a point you can see within range. The sphere rises to 20 feet in a 10-foot-tall cylinder. The sphere can be made up of any number of cubic feet of solid wood, stone, stone, or any other material that you can’t be charmed, frightened, or otherwise affected by this spell. If a sphere is made up of wood, stone, stone, stone, or any other material that isn’t stone, stone, or stone, it must be in a form that is neither stone nor stone. The sphere can’t exceed 30 feet in any direction. A sphere of fire appears in any spot within range that you can see within range. If you cast this spell on a place that is within 5 feet of a fire ring or a similar ring, the flames extinguish the ring and extinguish all nonmagical magical effect that is on the ring. When you cast this spell, you can designate a certain number of creatures as having a certain elemental ability. You can designate four different forms of that ability, or you can designate three different forms of the ability. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate up to ten additional creatures for each slot level above 3rd.
Conjuration
against
Conjuration
Aganazzar Armor
90
Concentration, up to 1 minute
You create a magical barrier that protects an area of space within range. You must use your action to physically move the barrier within that area, or you must use a bonus action, such as a bonus action when you move a creature, to move the barrier. The barrier lasts until the spell ends. It is made of metal or wood or stone, and blocks in the same manner as the barriers you created. If you cast the spell using a spell slot of 6th level or higher, you can use a bonus action on a subsequent turn to cause the barrier to shatter. The barrier also extends out into space. When you cast this spell, you can create a barrier in any dimension you desire on a solid surface, such as a solid floor, a wall, or a ceiling. The barrier blocks against magical or nonmagical attacks (such as those made using a spell slot of 6th level or higher), as well as attempts to harm nonliving creatures such as plants, water, and air. When you cast the spell on a creature of the chosen kind, the spell blocks against that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the barrier lasts until its triggered state is over.
Transmutation
Aganazzar’s astral plane
60
Concentration, up to 1 hour
Choose a point you can see on the ground within range. You teleport to the point you chose. A creature that enters the area must make a Dexterity saving throw. A creature takes 8d8 + 10 foot damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.
Conjuration
Aganazzar’s Bolt swarm
120
Instantaneous
A flurry of magic energy shot from a distance erupts from a point within range. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Aganazzar’s Furnace
120
Concentration, up to 10 minutes
You create a 60-foot-radius, 20-foot-high, 20-foot-deep trench extending from the center of an unoccupied spacecent area away from your primary source of power. The trench spreads around corners, and creatures that end their turns in it are pushed to the outer edge of the trench. Creatures that end their turns in it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the trench increases to 20 feet in diameter and spreads out across the entire floor of the trench. A creature must reach the center of the trench when you cast the spell to create the trench. If you are still in the trench when it begins its journey, the spell ends, and the creature is pushed back in the trench by the force of the earthquake it made.
Conjuration
Aganazzar's Furnace
90
Concentration, up to 1 minute
For the duration, a nonmagical object that you can see within range can’t be targeted by any spell or ability of your choice that targets creatures other than you. For the duration, the object can’t be targeted by any spell or ability that targets creatures other than you.
Abjuration
Aganazzar’s Furnace of Sand
90
Instantaneous
You attempt to excavate six inches of earth on the ground in a straight line in a random direction within range. The area must have a diameter of 2 feet by 5 feet, except for narrow passages and loose earth. The dirt moves freely through the area, and it disappears when the spell ends. Any creature that starts its turn there must succeed on a Strength saving throw or be ejected. The dirt also extends to the edge of the spell’s area. The dirt moves in a straight line toward you, centered on a point you choose within 5 feet of you. The dirt is heavily covered and can’t be seen through. Thick black stalks abound in the dirt, which gives it a heavily obscured appearance. At the end of each of its turns, a creature that successfully saves against this spell can repeat the attack line of that creature.
Transmutation
Aganazzar’s madness
60
Instantaneous
Whispering creatures of your choice that you can see within range regain hit points equal to 2d8 + your spellcasting ability modifier. Creatures that are incapacitated when you cast this spell regain hit points equal to 2d8 + your spellcasting ability modifier. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Aganazzar’s melee attack
30
Instantaneous
A wave of fire shot from your hand originates from you and arcs toward one creature of your choice that you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. Whether you hit or miss with the attack, the spell’s base damage increases by 1d8. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Evocation
Aganazzar’s mystic hammer
60
1 Hour
You create a 5-foot-diameter, seven-foot-tall, 10-foot-deep, 10-foot-deep, 10-foot-deep, 10-foot-deep, 10-foot-deep hammer that hurls magical force at targets within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 2d6 necrotic damage and 5d6 acid damage. At the end of each of the 5-foot-diameter chunks, a new magical force erupts from the hammer, dealing 2d6 + the spell’s level in damage. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Evocation
Aganazzar’s necromancy
30
Concentration, up to 1 minute
This spell channels the power of the dead’s spirits into your body. Choose a creature that you can see within range. You or someone else can see the target up to the maximum distance allowed by your choice. If the target is undead, you or someone else can end this spell by spending 1 hit point as a bonus action on the turn you cast this spell.
Necromancy
Aganazzar’s roar
90
Instantaneous
You blast the air within range with a thunderwave, issuing a thunderous boom that echoes with the booming noise of your club. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. A creature that takes foot of the air hit must make a Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. If the sphere is filled, you can use your movement to bring the sphere into being, and the blasts fill half the area. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th levels, the damage (both physical and magical) increases by 1d6 for each slot level above 2nd.
Evocation
Aganazzar’s scorched earth
120
Instantaneous
This spell produces a scorched earth whose section is large enough to fit two 8-foot cubes. Each under the area becomes scorched if it is not already thin and burns when it strikes. Each creature in a 40-foot-radius sphere centered on a point of your choice within range must make an Intelligence saving throw. On a failed save, a creature takes 6d6 extra damage, and it can’t use its action to move up to its speed so that it can continue to move. A creature must also make these saving throws when it enters the spell’s area for the first time on a turn or ends its turn there. If it has more than one cylinder within its area, its area is extended so that it can move across the surface of the area’s edge, thus reducing the distance between the cylinder and the area by 60 feet.
Conjuration
Aganazzar's Secret Hideout
60
Concentration, up to 1 minute
A dark, misty expanse of darkness appears at the edge of a 20-foot-radius, 15-foot-high cylinder centered on a point you choose within range. The area is opaque and lasts for the spell’s duration. When the spell ends, a faint spectral cloud (inset in the image) appears at the point you cast the spell. The cloud (10−20 feet long and 5 feet tall) is 1/4 inch thick. When it disappears, the spell ends. The cloud remains for the duration. Any creature in the area when the spell ends can make a Constitution saving throw. On a successful save, a creature is ejected from the cloud and is blinded for 1 minute. A creature and object that have been blinded by the spell are knocked prone. At the end of each of its turns, a creature must make a Dexterity saving throw. A creature takes 3d10 damage of the chosen type on a failed save, or half as much damage on a successful one.
Abjuration
Aganazzar’s Swarm
1 Mile
Instantaneous
A giant swarm of boars springs into existence at a point you choose within range. They flit around corners, centering on a point you choose within range. Each creature in a 20-foot radius sphere when them rises from the dead and moves as fast as its speed can move, sending down corrosive rainstails that often strike innocent creatures. The spell’s area is heavily obscured. The area is heavily obscured against the elements. The swarm is sent back to its home plane, where it awaits its victims. Each creature that starts its turn in the area is targeted by one of the following effects. Acid Arrow. Each target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. Cold Arrow. Each target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Fire Bolt. Each target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Triple Hex. Each target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. Violet. Each target takes violet damage when it fails its save. Triple Path. Each target takes triple damage on a failed save, and its speed is reduced by 10 feet until the start of your next turn.
Abjuration
Aganazzar Swarm
60
Instantaneous
A flurry of magic energyballs erupts from a creature that you can see within range. Each creature in a 5-foot radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Aganjure (Psychic) line
30
Instantaneous
You step into the mind of one creature of your choice that you can see within range and speak the name of another creature you can see within range of. The target must make a Wisdom saving throw. On a failed save, it becomes a ghost of your past that you can no longer see, or you become aware of your past actions as an individual target (a creature or object that you can see) or as part of a group activity (a creature that doesn’t interact with you). On a successful save, you can use your movement to move the target up to 30 feet to a spot you can see. If you make this saving throw against a spirit, it disappears (like the mist flying cloud or the daylight offering a magical light). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the ghost increases by 10 feet for each slot level above 2nd
Conjuration
Agnathy
Grasping vines sprout from your hand and grip the dirt within until you have drawn a Divine Bond. If you have drawn one, roll 1d4 and have one foot in each of the vines. The vines fling themselves at a creature that you can see within range. If the creature is Medium or smaller, you have advantage on the attack rolls of the target and its saving throws against
Agnus' Embrace
60
Instantaneous
You create a new form of armor that you can see within range. Choose one of the following effects. The form is made of a material component. You can make an extra armor layer, or you can create one only from a material component of your choice that you can see. You can use your action to create a new layer of armor. You can also create one from a material component of your choice that you can see, but that is no larger than a 20-foot cube. You can create all layers of armor as a bonus action on your turn. The layer can be made of any material you choose (such as stone
Airdentail
Until dispelled
1 Hour
By means of a magic trick, a creature is surprised, hurt, or frightened, or both, when it drops to 0 hit points. Nothing can reduce this ability score penalty when you cast this spell without first succeeding on a Wisdom (Perception) check.
Evocation
aking the
Conjuration
Aldenren's Touch
Touch 5
Create a small, immobile, intangible object that you can use to communicate. It can be up to 10 feet tall, and it can take
Aldritch Blast
150
Concentration, up to 1 minute
A blast of eldritch energy rumbles down any or all of the
Almaz Animate Objects
60
Instantaneous
You choose an object that you can see within range and that fits within an 8-foot cube. You can use a bonus action to teleport that object to the other side of the cube. If you do so, the object is no longer in the cube and becomes invisible.
Conjuration
Amber Arrow
10
Instantaneous (10 minutes)
Instantaneous (10 minutes)
Instantaneous (10 minutes)
Instantaneous (10 minutes)
Conjuration
Amber Arrow
60
Instantaneous
This spell creates a strong ray of fire that can reach up to 60 feet in a direction you choose. The flame explodes in a 30-foot-radius sphere centered on a point within range. Each creature in that area must succeed on a Dexterity saving throw or take 1d8 fire damage.
Conjuration
Amber Cloud
60
Instantaneous
You conjure up an aura of magical energy that covers the ground in a 50-foot-radius sphere and makes a ranged spell attack. Each creature in that area must succeed on a Wisdom saving throw or take 2d6 psychic damage. A target can use an action to make a Charisma saving throw. On a failed save, the target takes 10d6 psychic damage. A creature can use its reaction to effect any spell that can be cast to dismiss the effect.
Conjuration
Amber Grove
30
Concentration, up to 1 minute
You make a campfire at the location where the first frost was shed. For the duration, you can use your action to cause the frost to wick away the campfire. Make a ranged spell attack against the closest campfire you can see. On a hit, the target takes 2d6 cold damage. On a failed save, the target takes the reduced effect of the spell. Additionally, if the campfire isn’t on a fire or a solid surface, the frost destroys it.
Conjuration
Amber Orb
60
Instantaneous
Amber streaks into your hand and transforms it into a ranged weapon. The target must succeed on a Dexterity saving throw or take 1d6 piercing damage. On a failed save, the target takes +1d6 fire damage and has resistance to
Amber Rain
60
Instantaneous
A storm of fire and brimstone descends on the area you’re in. The area is heavily obscured and can be difficult terrain. You can make a ranged spell attack against the area, or you create a burst of rain effect that lasts for the duration. On a hit, a creature takes 1d8 bludgeoning damage. The floodgates open when the spell ends. The spell can’
Amber Spray
150
Instantaneous
Amber or blackpowder spattered with poisonous gas erupts from a point within range. The target must make a Dexterity saving throw. On a success, the creature takes 7d6 poison damage and is also prone until the spell ends or until its skin explodes, which ends its turn. When this spell ends, the area of the area that is the target of the burst appears in the form of a shimmering, shimmering cloud. This spell creates a shimmering puff of a different color. The puff can be a black, green, or violet. The cloud can be a prismatic globe or a swirling cloud.
Conjuration
Amber Vial
120
Instantaneous
A vial of poisonous venom fills a 10-foot cube centered on a point
Amber Wind
150
Instantaneous
You create a burst of magical energy equal to your spellcasting ability modifier. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one
Amber Wood
150
Instantaneous
You create a magical tree of firey green foliage, which lasts for the duration. The tree sprouts from a point you can see within range, and it grows to a height of up to 20 feet. Any creature in the area must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell ends if you move from one place to another. The tree can be destroyed by any means necessary to do so. For example, if you plant a tall grasshopper and the tree is destroyed, the grasshopper can't be destroyed by this spell, but its branches can be destroyed by other means. For the spell's duration, the tree sheds bright light in all directions. You can make up to six of the fire damage types, but it must be of the same size and shape as the tree. You can also create up to ten other trees at a time. The spell's damage increases by 1d6 for each additional one you construct.
Evocation
Ammunition
Self
Instantaneous
You create a magical aura that lasts for the duration. When you cast this spell, you create a magical energy field that surrounds you and extends to all creatures within 30 feet of you. The field is composed of 10,000-foot-high spheres centered on a point you choose within range. Each sphere, when created, is a different magical energy source. Each sphere has one of the following properties: - One energy component - One “ magical component (contained within the sphere) - One “ magical component (contained within the sphere) - One “ magical component - One “ magical component (contained within the sphere) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional magical component for each slot level above 1st.
Evocation
ance (0-100 microseconds)
Instantaneous
You create a magical cord that lasts for the duration. Choose any number of creatures within 10 feet of the start of your next turn. For the duration, each target assumes a robe and attires its gear, which can be any arm or leg piece as you choose. The target assumes the hit points of its equipment and regains new hit points equal to the necrotic damage you deal to it. The target regains a number of temporary hit points equal to twice the necrotic damage you deal it. These temporary hit points heal only if you use a temporary life restore spell or a similar spell. When the spell ends, the temporary hit points run off to the nearest fresh pool of hit points, if any. A permanent healing effect created by a temporary spell slot restoration or a similar spell can restore only to the target’s hit point total. The duration of the spell’s active and any temporary wounds it heals are removed at the same time.
Transmutation
ance (60-foot radius)
Concentration, up to 1 hour
Investiture, up to 10 pounds
10 pounds of magical energy surrounds a creature of your choice within range, targeting the same creature or one that you can see within 5 feet of it. The target must make a Charisma saving throw. The target takes 4d6 Wisdom damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by one die when you reach 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12).
Evocation
Ancillary Force
500
Concentration, up to 1 minute
You create a strong, invisible force that can push any object within range up to 300 feet in any direction. If the target is standing still, the force radiates with a deafening roar that moves from one object to the other within range. The force extends to create vortexes, forts, and other structures. The force doesn’t extend to difficult terrain.
Evocation
Animal bond
60
Special
This spell creates an enduring bond between two creatures of the same kind for the duration. Once triggered, the bond lasts for the duration and can deal force damage to any target within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a creature bonded by this spell has a maximum life of 7. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8
Animal Control
300
24 Hours
This spell makes it possible for a group of creatures that you can see within range to manage their own affairs. Choose a point you can see on the ground within range, such as a street or a city, and all its inhabitants take 1d6 bludgeoning damage. The spell ends if you dismiss it as an action or cast this spell again, if the point is no larger than 10 feet in any dimension. This spell also ends if you cast it again to target a different creature than the one you are concentrating on the spell. At any time, you can dismiss this spell as an action on your turn.
Conjuration
Animal Control
90
Concentration, up to 1 hour
You awaken a sleeping beast within range. Until the spell ends, a sleeping beast takes an Intelligence (Investigation) check against your spell save DC to recognize you as its master and follow your instructions. The beast is friendly to you and recognizes you as its master. The spell ends if the beast speaks, but it can still follow your instructions. If you cast the spell again while you are sleeping, the DM has the creature’s statistics, along with any equipment it carries with it, at any time before it disappears. If the creature is no longer hostile, it returns to you with whatever gear it owned at the time of its disappearance. The spell ends if you dismiss it as an action or cast another spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Enchantment
Animal Emissary
90
Concentration, up to 10 minutes
You appear in a chosen area and appear there to receive a message. You can be anywhere on the subject. You can be at a location and receive the message as an action. You can also be on the receiving end of insults, curses, and other illogical meanings. In the event you are on the receiving end of an insult, an illogical means of achieving its intended end, or a deliberate attempt to achieve something beyond your ability, your illogical means fail. Examples include causing a creature’s total health to be less than or equal to 0, being unable to open a door or access a locked door, or being unable to open a locked passage.
Divination
Animal Emotions
60
Concentration, up to 1 minute
You imbue a creature you can see within range with a desire for food. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the target loses all sense of direction and is unsure of where it is. The spell ends if you use your action to dismiss the charmed target.
Enchantment
Animal Fear
60
Concentration, up to 1 minute
You make a Fear sound audible to a creature of your choice within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed, you can use a bonus action to make a move action that must be repeated with other actions. As an action, you can make a straight line across the target’s body to a point where you can see it. The target must make a Wisdom saving throw. On a failed save, the target takes 10d8 cold damage and is blinded until the spell ends. On a successful save, you make the creature take half as much damage and have no harmful effect on you.
Illusion
Animal god
30
Concentration, up to 1 hour
A god you choose as your alignment appears in an unoccupied space that you can see within range. The god can appear anywhere on an alignment that doesn’t have an area or that isn’t entirely within range. Choose a point on an alignment that has its own alignment, as determined by the gods themselves. You ignore any alignment that is not part of the god’s image. If you cast this spell multiple times, you can have no more than two of its non-instantaneous functions active at a time, and you can dismiss such an effect as an action. You can specify conditions for its actions that are determined by the gods, but they can’t occur until the end of your next turn.
Transmutation
Animal Guide
Touch
10 Days
You touch a willing beast and put it in an arranged group based on the following requirements: • The beast has a head size of one beast and a body mass index (BMI) of 30; • It has AC 5, 4, and 4 hit points, including 1d8 hit points, plus d10 at the end of each of its turns • It has a walking speed of 5 feet and can’t fall • It can’t be attacked except by nonmagical means • It takes 2d10 poison damage on a failed Constitution saving throw, or half as much damage on a successful one • It doesn’t need to breathe, eat, or drink • It doesn’t need to eat or drink • It doesn’t need to eat or drink • It doesn’t need to speak • It doesn’t need to stir Casting Suggestion on a Target Affects you. You cast a spell describing the possible outcomes for each of the following possible outcomes for each target: • Death • Sickness • Fainting • Invisibility or Ensnaring thoughts • Poison Spray or similar If the spell you use for which you are casting is missing, the target can’t be affected by the spell. • Sickness or Fatigue • Pain • Restlessness If you target an unwilling creature, or you target an object dropped by a fallen creature, the spell fails and the creature is no longer affected by the spell.
Enchantment
Animal Handling
30
Concentration, up to 1 minute
Your magic enables your unarmed strikes with a melee weapon to leave a target restrained for the spell’s duration. If the target is wearing armor that is neither equipped nor otherwise able to hold the weapon, the spell releases the target. The target remains restrained for the spell’s duration. The target can make an attack roll against a creature it can reach, including the creature wearing armor. On a hit, the target takes 1d8 bludgeoning damage, and the spell ends. If the target is wielding a crossbow or similar
Animal Handling
Touch
Concentration, up to 1 day
Your magic attracts and protects the best of the best from harm, so you and your companions use their physical intelligence in combat to sort through unlikely encounters. Choose one beast or nonmagical plant that you can see within range, and you gain an acquaintance with it until the spell ends. While you have advantage on all Intelligence checks, you also gain the benefit of any sort of sensory benefit from that beast’s fur, though this benefit is negated by half your proficiency bonus. You can also spend 1 minute per beast level above you to gain the benefit of any other sensory benefit you apply to it, though you must know the beast’s fur, make the trick check, and then use that advantage to gain a random sensory benefit from it.
Abjuration
Animal Handling
Touch
Instantaneous
You touch an object and can transfer it to another creature or an object you touch, but no more than once per day for 3 days. Any creature that can’t be charmed can’t take reactions while you are outside the spell’s range. While the target is outside the spell’s range, the target must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and is pushed 10 feet away from you. On a successful save, the spell ends on the target. If the spell would target an object longer than 10 feet in any direction, the spell would have no effect on that object. If the object would target a creature, the creature would succeed on a Strength saving throw, and the spell would end on the creature. This spell has no effect on magical objects or constructs.
Transmutation
Animal husbandry
Touch
until dispelled
By means of the strong magical link that has been forged between you and your friends at the Barrowmaster's Barrow, you are conjured up to serve as a companion to a chosen beast of challenge rating 4 or lower. Your service to the guildspires to becoming a high-ranking member of the guild, whether you are a member or an enemy. You gain the following benefits: - You become more powerful with each level you spend b That power is spread among your servants, in ascending order from lowest to highest; - your body doubles as a vessel for your magic - your Intelligence (Investigation) check increases by 10 percent, while your Charisma score increases by 5 - your proficiency with objects increases by 1 point, and you gain the following benefits: - Your fingernails are longer and more resilient to injuries than wooden weapons of your type, and you gain the following benefits: - You are immune to fire damage and have a resistance to cold damage - You can use your action to create a 15-foot cone of movement that cuts through any barrier created by your magic - You can move across solid ground in a horizontal plane with ease, and you can’t cross a frozen chasm. Even if you could, you could’t move. - You can use your action to create a 15-foot cone of movement—one wall of solid movement extending from you. Each creature in that area must make a Constitution saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. A creature remains stunned and frightened for 1 minute after the casting ends.
Transmutation
Animalic Pattern
30
Concentration, up to 1 day
You transform a creature you touch to near immobility. The target becomes charmed and frightened for the duration. While the target is charmed, frightened, or stunned, you have advantage on attack rolls against the target. The spell fails and the target becomes charmed, frightened, or stunned. If the spell ends before 1 a.m. on a day on which you appear in a straight line, the target falls unconscious and takes 1d6 psychic damage at the end of its next turn.
Illusion
Animal Shapechange
30
24 hours
You alter the appearance of creatures you can see within range. Choose the appearance of one of these creatures when you make a Charisma (Deception, Intimidation, or Persuasion) check using the creature’s natural language options. The alterstion doesn’t have to be physically different than the one created by the original spell. For example, if you use the creature’s natural language skill to alter its voice, the spell doesn’t take into account any changes made to its facial features. Subtract the creature’s original form from the spell’s creature class, which has its own creature class, and use the creature’s own statistics. You can’t reduce the creature’s size or add additional body parts, such as legs, for its new form. If the creature is large enough to allow its new form to occupy its new form, make the creature’s new form obeys your DM’s designated changes.
Abjuration
Animal Shout
60
Concentration, up to 1 hour
A scream emanates from your hand. Each creature within 10 feet of you must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and can’t take reactions until the end of its next turn. On a successful save, a creature takes half damage and doesn’t take any damage. When a creature takes damage of one of those types, that creature can roll a d8 and subtract the number rolled from the d20 roll (the new number being the number of hit points it has). A creature can also take only one damage from the new damage type at a time. A creature can’t take reactions from a creature that’s hit by more than one creature’s hit point average, including from creatures with fewer hit points than the creature’s hit point maximum. A creature can’t be affected by more than one creature’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum number of creatures for which you can cast a spell increases by two for each slot level above 3rd.
Abjuration
Animate Dead Auxiliary Creature
10
Concentration, up to 1 minute
For the duration, an undead creature is friendly to you and your companions. The creature obeys all verbal, written, and tactile communication rules, as long as the two of you are on the same plane of existence. As a bonus action on each creature, you can move the undead up to 60 feet. The creature can’t be sent back to its home plane if it is within 30 feet of you. If the creature is sent to another plane, the creature there must make a Charisma saving throw. If the creature is on a different plane than you, the creature there must make a Charisma saving throw. If the creature is within 30 feet of you, the creature must make the saving throw again, if it so chooses.
Abjuration
Animate Dead Auxiliary Creature
10
Concentration, up to 1 minute
For the duration, an undead creature is friendly to you and your companions. The creature obeys all verbal, written, and tactile communication rules, as long as the two of you are on the same plane of existence. As a bonus action on each creature, you can move the undead up to 60 feet. The creature can’t be sent back to its home plane if it is within 30 feet of you. The creature can't be sent back to its home plane if it is within 30 feet of you. If the creature is within 30 feet of you, the creature must make the saving throw again, if it
Animate Dead objects
Self
Concentration, up to 1 minute
Transmute an object that you can see within range, such as a book, a scroll, a treasure chest, or a large opaque container. The object disappears when the spell ends. The target can’t be dispelled until after it leaves combat. A dispel magic spell can’t be cast on the target. It disappears when the spell ends.
Abjuration
Animate Dead Partisan
60
Instantaneous
You call a zombie strolling around an area you can see within range, and it takes 3d6 necrotic damage on a hit. The damage type is contest, and the modified hit points exceed the total hit points of the zombie you hit with the zombie construct. The zombie carries any weapon it affects with it and any ammunition it can hold and makes ranged attacks with that weapon. The zombie doesn’t attack you. The modified hit points fail to frigid the area around it. Asleep victims also don’t take damage from this spell. You can have only one zombie at a time. If you have more than one zombie, you take only half damage from the necrotic damage. When you finish a long rest, you can allow up to six zombies to regain hit points, and the necrotic damage from this spell carries over to the zombie. Starting with the zombie you hit with a damage type I modified hit point, the damage increases to ittle if you are still alive. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst.
Necromancy
Animate Dead Wall
90
Instantaneous
You raise the dead Wall, a structure composed of seven branches that is 50
Animate elements
30
Instantaneous
You strike a creature within range, causing it to become invisible and hard to hit. The target must succeed on a Wisdom saving throw or become invisible for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Enchantment
Animate Medium
60
Instantaneous
The next time you hit a creature with a ranged weapon attack before the end of your next turn, the target takes an extra 1d6 damage of the type you chose. Also, the attack deals an extra 1d6 radiant damage to the target, and it has disadvantage on the next attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level beyond 1st.
Divination
Animate Objects intangible
10 minutes
Objects appear in a location that you can see within range, such as a room, a room with a certain size and shape, or on a flat surface within range. Animate Objects take about 10 minutes to reach their target. Each target must make a Constitution saving throw. On a failed save, an affected target has its speed halved until the spell ends. An affected target gains no benefit from cover against you. A target that targets an affected target with an attack rolls a d4 and/or an attack modifier against it has its speed restored to 1. The target’s speed is halved when it hits 5 or lower hit points.
Abjuration
Animate Objects in Unoccupied space
30
Concentration, up to 1 minute
Objects grow larger and larger as you speak, carrying you with it throughout the casting. Each target of your choice that you can see within range must make a Charisma saving throw. The target must succeed on a Wisdom saving throw or fall dead if it doesn’t have cover. At the start of each of its turns thereafter, the target can repeat the saving throw
Animate Objects without Shields
Self
1 Hour
Objects that aren’t being worn or carried are unaffected by this spell. A target is unaffected if it is immune to being charmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the barrier increases by 10 feet for each slot level above 1st.
Abjuration
Animate Small or smaller creature
30
Concentration, up to 1 minute
You reach into the mind of one creature you can see within range and desire to devour it. For the duration of the spell, the target has disadvantage on attack rolls against you. The target must make a Wisdom saving throw. On a failed save, it is restrained as monster for the duration of the spell. The banishing spell ends when no creature moves or is restrained by the target.
Evocation
Animate Small Plants
Self
Instantaneous
You touch a nonmagical plant that isn’t being worn or carried. The target’s speed is tripled until the spell ends.
Antidote
120
Concentration, up to 1 minute
This spell empowers a particular kind of creature. You choose a creature type. For the spell’s duration, that creature is protected against death by law. This protection is nearly instantaneous. An undead creature is also protected from death by law. As an action, an unwilling creature that has paid its life to guard another creature, or one willing to move away from the creature, can make a Wisdom check against your spell save DC. If successful, the creature is no longer an unwilling creature and is no longer encumbered by this protection. The creature is pulled to its death by this protection. At the end of each of its turns, an undead creature can make a Wisdom check against your spell save DC to pull the creature to life-saving aid.
Abjuration
Antilife Armor
Touch
Instantaneous
You touch a single object or material object. The object or material object is imbued with an invisible force that is harmless to you. It disappears after 1 minute or until it is restored to your hand.
Conjuration
Antilife Arrows
60
1 Hour
You create a ray of energy that flashes in a 15-foot cone. The ray lasts for the duration. The ray can be one-handed or two-handed.
Evocation
Antilife Aura
Self
Concentration, up to 10 minutes
You conjure a spectral guardian angel, imbued with the power of nature. Choose one of the following effects when you cast the spell. • You create a spectral barrier around yourself that blocks light, dark, and light elemental damage. • You create a spectral barrier between yourself and the spectral guardian angel. • You cause a spectral cord to appear at the target location that lasts until the end of your next turn. • You cause a spectral cord to appear on the ground that lasts until the end of your next turn. • You cause a spectral cord to appear on the ground that lasts until the start of your next turn. • You cause a spectral cord on the ground that lasts until the start of your next turn. • You cause a spectral cord on the ground that lasts until the start of your next turn. You create a spectral barrier with a range of 30 feet that lasts for the duration. A spectral cord radiates spectral energy from you, dealing 6 necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spectral cord created increases by 1 inch in size to a height of 30 feet for each slot level above 5th.
Conjuration
Antilife Barrier
Touch
8 hours
This spell inscribes a protective barrier that protects you from harm in an area you choose within range. You choose one of the following physical barriers you create or craft, such as a shield, spike, or spike shield. Alternatively, you can create a stone arch or a strong stone bridge made of magic. The barrier blocks light and dark energy that can be seen within its area from reaching you, and it protects you from fire and undead. Creatures in an unoccupied space that is made of stone or that is made of brazier energy are excluded from the spell. For the duration, any creature or object within the barrier’s area can’t be targeted by spells, and magic-based antimagicnetism spells cast targeting the creature or object fail to protect it. Similarly, the barrier blocks etherealness magic affecting undead and constructs, created planes, and dark alchemists’s laboratory.
Divination
Antilife Blade
10
Concentration, up to 1 minute
You create a blade of dark ice in a 30-foot cube centered on a point you can see within range, 60 feet in all directions. The spell’s area is a 20-foot cube with a 60-foot-radius centered on that point. The spell’s area is also a 30-foot cube with a 60-foot-radius centered on that point. You can use your action to cause the ice to move 60 feet in any direction. The ice is an 8-foot-diameter, 40-foot-tall sheet of ice. The ice is drawn by a spectral creature that you can see within range. The spectral creature has resistance to bludgeoning, piercing, and slashing damage from the spell for 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Antilife Blade
150
Instantaneous
A shimmering blade appears in the air, forming a vertical line on the ground. Each creature that can see it must make a Constitution saving throw. On a failed save, a target takes 1d8 psychic damage and must make a Constitution saving throw. On a successful save, a target takes half as much damage and must make a Constitution saving throw again. On a failed save, a target takes half as much damage and must make a Wisdom saving throw again. A target can take no additional damage from this spell.
Transmutation
Antilife Blade
30
1 Hour
You create a razor-sharp blade of lightning that slices through any creature within 5 feet of it and then strikes again on that creature. Make a melee spell attack against the target. On a hit, the target takes 1d6 lightning damage, and it is obliged to make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Antilife Blade
30
Instantaneous
A shimmering blade appears from within you. The blade is made of a thin sheet of clear, strong air, and appears to be a sphere. The sphere spreads outward into the air, but there is no wind or rain
Antilife Blade
30
Instantaneous
You create a blade of ice. You create the blade by casting the spell. The spell doesn’t end until the spell ends.
Necromancy
Antilife Blade
30
Instantaneous
You make a spectral blade out of a nonmagical weapon that you can see within range. The blade appears in the space of 10 feet of water. You can make a ranged spell attack. On a hit, the target takes 1d4 piercing damage. On a miss, the target takes 1d4 cold damage. A creature that successfully hits its hit point maximum when it takes this damage takes 1d4 radiant damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Abjuration
Antilife Blade
60
Concentration, up to 1 hour
You cast a spell of your choice that grants a bonus to AC for the duration. Your attacks do AC damage equal to 1d4 + your Constitution modifier. You can also roll on the die to make a bonus attack. If you roll twice, your attack and damage die are equal. If you roll three, you roll four, and the bonus is equal to or less than the number rolled. If you roll four or more times, the bonus is equal to or less than
Antilife Blade
60
Concentration, up to 1 hour
You cause an arcane blade to appear on the ground in a 5-foot cube centered on a point you and your companions can see within range. A creature can use
Antilife Blade
60
Concentration, up to 1 hour
You summon an invisible blade of ice at a point you can see within range. The target must succeed on a Dexterity saving throw or take 2d8 cold damage and be blinded for 1 minute
Antilife Blade
60
Concentration, up to 1 minute
You create a sharpened, blade-sharpened, blade-pierced weapon. You must be within 5 feet of the target for the spell to be effective. The weapon must be in place when the spell was cast. The weapon must be in a pocket dimension or within 100 feet of it. The spell ends if you fall.
Evocation
Antilife Blade
60
Concentration, up to 1 minute
You imbue your blade with a piercing scream, shattering barriers and other barriers in a 30-foot radius around you. Until the spell ends, you can use your action to cause any barrier you choose to slam into the ground in a 30-foot radius, dealing 2d8 bludgeoning damage to the target and then leaving the area.
Evocation
Antilife Blade
60
Instantaneous
This spell conjures up a thin, flexible shield made of a sort of unicorn hair. The shield can be worn up to six times, and its wearer can use an action to wick the shield at the target creature. If the target creature is wearing only the shield, the spell ends. The spell doesn’t protect against ranged attacks (including ranged weapon attacks), magic missile attacks, and ranged weapon and shield attacks that aren’t prerequisites for the spell.
Transmutation
Antilife Blade
Self (10-foot radius sphere)
Concentration, up to 1 minute
Choose one creature or nonmagical object that you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 1d8 bludgeoning damage, and it is knocked prone. In addition, as an action on your turn, you can cause the sphere to extend its reach to reach a creature of your choice that you can see within 10 feet of it. The target must succeed on a Strength saving throw or take 4d8 bludgeoning damage, or half as much damage on a failed save.
Evocation
Antilife Blade
Self (15-foot cone)
Concentration, up to 1 minute
A shimmering blade appears in the ground in a 15-foot
Antilife Blade
Self
Concentration, up to 10 minutes
You create a thin, glowing blade from your hand, moving with it in a direction you choose. Until the spell ends, you can use your action to create a sword or an axe, or to throw a spear or sling. You can also change the direction of the sword or axe in a manner you choose. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose a new target for the sword or axe. The target must be within 500 feet of the target when you cast the spell.
Evocation
Antilife Blade
Self
Concentration, up to 1 minute
Blade attacks deal an extra 1d8 bludgeoning damage on a hit. Target creature takes 3d8 bludgeoning damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of bludgeoning damage the target takes on a hit increases by 1d8 for each slot level above 1st.
Evocation
Antilife Blade
Touch
Concentration, up to 1 minute
You touch a willing creature and cause it to forge an aura around yourself that can hold its power. The aura spreads around you in a 10-foot radius, mimicking the movements and characteristics of the target. The aura lasts for the duration, ending the spell early. You can use your action to create a radiance of force radiating from your touch, which lasts for 1 minute. The radiance damages any creature in the aura’s area who takes damage before the spell ends. The radiance then spreads around you in a 30-foot radius around corners.
Evocation
Antilife Blade
Touch
Instantaneous
You point at a creature within range, and that creature must make a Strength saving throw. On a failed save, the creature takes 10d6 piercing damage and is restrained until the spell ends. At the start of your next turn, if the creature is holding its weapon out toward you and attempting to attack another creature, the creature that attacked that turn can use its action to make a Strength (Athletics) check against your spell save DC to break free. If the creature fails this saving throw, it takes 10d6 piercing damage, and it can’t take reactions until its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 5th.
Necromancy
Antilife Bless
Touch
Instantaneous
You touch and touch and touch a creature. The target must make a Wisdom saving throw. On a failed
Antilife Breath
60
Instantaneous
A shimmering, multicolored, poisonous gas appears in a 20-foot-radius, 60-foot-diameter, 20-foot-tall cylinder centered on a point you choose within range. The gas has AC 20 and a 10 percent chance to poison the target. Once per day, the target can make a Wisdom saving throw. On a success, the spell ends. If it does so,
Antilife Breath
Touch
Instantaneous
You exhale a thin, vaporous stream of air. Choose an area that you can see within range. The water can be up to 10 feet deep (30 m), 40 feet wide (30 m), or 60 feet high (60 m). The water can also be up to 20 feet deep (30 m). It must be at least 30 feet deep to have any effect that could be caused by more than 20 feet of water on it. A creature can use its reaction to make a Strength or Dexterity check against your spell save DC to extinguish the water. The water takes no damage from being extinguished.
Necromancy
Antilife Fey (8th level)
Duration: Concentration, up to 1 minute
This spell creates an invisible sensor within a creature’s mind that acts as a sensor and senses whatever it sees within range. The sensor is friendly to you and creatures you designate, and it obeys your spoken commands. You can tell the sensor is around you by looking at its hands or walking over its shoulder. If you're wearing medium or smaller gear, you can change the sensor’s color or by moving your hand over its shoulder. You can exclude objects you don’t own from the sensor’s view, as long as they're within 5 feet of you. Additionally, you can exclude a creature that attacks, casts spells, or otherwise harms you from touching them. This spell can have additional effects if you choose the same effect every day. On a target, the sensor appears and mimics that effect, replicating your chosen effect. If you cast this spell again, the effect of another effect on the target is lost. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th.
Illusion
Antilife Fury
Touch
Instantaneous
You create a wave of energy that is deafened and blinded. It must be at least 10 feet away from you and in range. The wave can be up to 10 miles long and up to 20 miles wide.
Antilife Growth
60
Concentration, up to 1 minute
A shimmering mass of golden light appears in a spot you choose within range. The target must succeed on a Strength saving throw or take 1d4 fire damage and half as much bludgeoning damage on a failed save. If you cast this spell once, you can make the save twice. A creature takes 4d6 fire damage on a failed save.
Conjuration
Antilife Growth
60
Instantaneous
Your body becomes more resistant to damage. You can reduce damage taken by up to 10 percent of your normal damage, or you can take 1 percent.
Evocation
Antilife Growth
Touch
8 Hours
You touch a creature. Until the spell ends, the target gains a flying speed of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the speed of other creatures by two feet for each slot level above 1st.
Transmutation
Antilife Hand
55
8 hours
You create a magical hand that can be used by an unwilling creature for the duration. The hand can’t be used more than once for the duration. It can’t be used more than once and it can’t contain more than one object or spell. When you cast this spell, you can dismiss the spell as an action.
Evocation
Antilife Ice Storm
60
Concentration, up to 1 minute
You cause a wave of freezing water to form over an area you choose within range. This storm can reach up to 500 feet long, up to 10 feet high, and 10 feet across, forming several hundred feet of freezing water between you and each creature you can see. The tornadoes can penetrate small openings in the ground, creating dangerous traps and openings as wide as 1 mile thick. The storm destroys structures and nonmagical objects in the area, and it can’t be quenched by spells or ranged weapons.
Evocation
Antilife Life
60
Instantaneous
You create an invisible barrier that blocks all damage and movement for the duration. This barrier lasts for the duration or until the spell ends. If you cast this spell on yourself or another creature you can’t see, the barrier disappears, and the creature that created it (or one that can see it) can’t harm you. The barrier lasts for the duration or until the spell ends. If the barrier is broken, it disappears.
Evocation
Antilife of Agony
Self
Concentration, up to 10 minutes
Choose a creature that you can see within range. You touch one willing creature and instantaneously cause it to shimmer into an inanimate form that must be roughly in-line with you. The creature has resistance to thunder damage, normal damage, and psychic damage, and it has resistance to poison damage, fire damage, and thunder damage. The spell ends for that creature. The shimmering creature has resistance to all damage except psychic damage.
Abjuration
Antilife of Death
120
Instantaneous
A single target undead creature dies each day for the duration of this spell. The target must be dead at the start of its next turn, and the spell ends if the creature is killed or under the influence of an effect that affects it.
Conjuration
Antilife of Protection
Touch
Concentration, up to 10 minutes
You touch a willing creature. Until the spell ends, the target has resistance to one damage type of your choice that you can see: fire, cold, , or thunder.
Abjuration
Antilife Plants
60
Instantaneous
You choose one of the following plants, such as borc, beech, and conifer, that you can see within range. Plants that aren’t poisonous or poisonous to plants (such as those used to create plants) or that aren’t poisonous to plants (such as those used to create plants) aren’t poisonous to plants. When you cast this spell, choose one of the plants you’ve seen. You can also designate a different plant to be affected. Plants that aren’t poisonous or poisonous to plants (such as those used to create plants) aren’t affected by spells or magical effects that aren’t under the targets control. You can designate plants that aren’t affected by any of the following effects that aren’t affected by this spell (such as those that aren
Antilife Sense in and for Water
Self
Concentration, up to 1 minute
You assume the form of a water-based creature, which has a swimming speed of and
Antilife Shield
30
1 year
A shield of light that can cover a creature of your choice within range. The shield is made from either an inert material component, such as stone, or a similar component made from stone. The shield takes 12d6 radiant damage, and it lasts until dispelled. The shield also lasts until dispelled by an effect that would otherwise dispel it. A creature can use an action to dismiss the shield as an action.
Conjuration
Antilife smoke
120
Concentration, up to 10 minutes
Until the spell ends, the smoke fills a 20 foot cube on ground that you can see within range. Any creature that ends its turn within 20 feet of the smoke begins a burning chain reaction that leaves it with half cover as it burns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a reaction that lasts for the duration. You can make a chain reaction of your choice made up of the following actions: 1. Choose one - 5 explosive or harmless flashes of light 1. Interposing with a solid surface 2. Moving as if in a vertical motion (10 feet) or by a weight of some other substance (20 pounds). There is a 50 percent chance that a creature that moves while this reaction is taking place that ends the creature. 3. Reducing a solid surface to 0 hit points A creature in a 60-foot radius is pushed up to 10 feet away from the spot where the flashing light is centered. The DC equals 10 + the spell’s Strength modifier. If the creature is moving or resting against a solid surface, the spell makes the difference. If the creature is moving or resting against a strong wind, the spell makes. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Antilife soporific
30
Instantaneous
You extend the telekinetic link between a creature you try to touch and a substance you perceive to be closer to you. You choice a creature within range. Each creature that can be targeted by this spell must succeed on a Wisdom saving throw or become telepathic in nature. For the duration of the spell, the target is aware of all the creatures it can see but can’t leave it and can’t speak unless it has a fear of humans or knows a language other than the scariest one used by the target. The target always knows where it is and when it left. If the target w ill reappear after a long rest, the spell ends.
Necromancy
Antilife Sphere
120
Instantaneous
A sphere of translucent energy appears in the space of your space for the duration. The sphere appears for the duration as a line of flame, and you can move the sphere as a bonus action. If you move more than 30 feet away from the sphere, you can use your action to cause it to move 30 feet in a straight line. Once per day, you can move the sphere up to 60 feet in any direction.
Conjuration
Antilife Sphere
30
10 Days
This spell reshapes the properties of creatures within a 30-foot-radius sphere centered on a point you choose within range. Until the spell ends, you can choose one of the following options for how the sphere changes properties: • Shapechange, reducing the area of the sphere by 10 feet; • Partition, shaping the sphere into any of several creatures or objects, such as a tower, into more than
Antilife Sphere
60
1 minute
You bring an extradimensional sphere of light to a point you choose within range. The sphere is as large and wide as your hand and has a height of 30 feet. It has 20 feet of reach and can be up to 20 feet higher
Antilife Sphere
60
1 minute
You create a globe of ice centered on a point you can see within range. Make a melee spell attack. On a hit, the globe explodes and spreads across the floor. You touch the globe and the spell ends. The globe is a sphere of ice centered on that point. The globe can be anything you choose, including ice, fire, cold, electricity, or water. The globe can’t exceed the size of your regular space. The globe can’t be more than 10 feet in thickness. It can be up to 30 feet in diameter and can contain up to three hundred pounds. The globe can have a total of 100 pounds or more. The globe can’t be damaged. A creature can use its action to make a Wisdom saving throw. On a successful save, a creature takes 2d6 bludgeoning damage. A creature can also use its action to make a Strength (Athletics) check against your spell save DC to determine if it can’t be char
Antilife Sphere
60
Concentration, up to 1 hour
You create a sphere of shimmering light in a 20-foot cube on a spot within range. It must be within 10 feet of a point of your choice that you can see within range. The sphere can be up to 20 feet long and 10 feet wide. The sphere seems to have no physical form. The sphere is cast from a point of your choice that you can see within range. You can cast this spell up to once every 60 days.
Transmutation
Antilife Sphere
60
Instantaneous
You create a sphere of shadowy force in the ground within range. The sphere covers a 60-foot cube of ground. Each creature in that area must make a Constitution saving throw. On
Antilife Sphere
Touch
Concentration, up to 10 minutes
A thin sheet of magical energy appears in the space of a 10-foot cube. The sphere must be of the size of a plane of existence and must have a diameter of 60 feet. The sphere is made of 40,000-foot-high, 60-foot-high, and 60-foot-high cube (see Monster Manual). When you hit a creature with a melee attack or with an attack roll of a higher level when you cast this spell, the creature takes 1d10 radiant damage.
Conjuration
Antilife Storm
500
Concentration, up to 1 hour
You conjure up a strong, roaring wave that crashes down on a spot you can see within range. The area is heavily obscured and the wind damages buildings. A creature that is within 5 feet of a spot where the wave occurs must succeed on a Dexterity saving throw or fall prone at the spot, unless a greater gust of wind can disperse the fog. A target standing on the spot is also lifted up so that the spell extends as far as 5 feet, and it is forced to wait until it is able to do so. The spell lasts for the duration and isn’t extinguished.
Transmutation
Antilife Strike
30
Instantaneous
You strike a creature you can see within range. Hit or miss. The target must make a Strength saving throw. On a successful
Antilife Tree of Life
60
8 hours
This spell transforms nature’s trees into animate dead for the duration. Choose one or more of the following effects when you cast this spell: • You cause trees to wither and die. • You create a harmless tremor in ten places around an area of your choice within range. • You instantaneously light or scald ten trees within range. • You create eight 10-foot-by-ten-foot cubes of wood or stone with a 60-foot radius. Each cube of wood or stone has AC 15 and 30 hit points. It is made of a tough and flexible bark that can be cut or chipped to create difficult branches. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In either case, the cubes remain within 60 feet of each other for the duration. • You instantaneously light or scald four trees within range. • You create four 10-foot-by-20-foot cubes of stone with a 60-foot radius. Each of the cubes has AC 15 and 30 hit points. It is made of a soft and barked bark that grows to become hard and tough trees until it drops to 0 hit points. If the bark is broken, the trees become soft and tough until they are reduced to 0 hit points. The soft and tough bonsai leaves can be broken and the hard bonsai leaves shed light as light as a torch within 30 feet. In addition, in each of the three cases in which you cast this spell—when the bonsai bons and when you cast the spell—the trees shed bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, the bonsai leaves shed dim light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell again with a different tree bonsai plant, the bonsai tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A creature or object that is w hoarded or hoarded can’t w hoard from the bonsai tree for 24 hours. On each of those days, it is possible for the bonsai plant to shed dim light in a 30 foot radius and dim light for 24 hours, after all bonsai leaves have been shed, and it sheds bright light in a 30 foot radius and dim light for 24 hours.
Conjuration
Antilife Wind
60
Concentration, up to 1 hour
A line of cold-cold air appears in the form of a wisp of wind that disperses all air around it. The wisp flies in a direction perpendicular to the wind. The spell
Antilife Wind
Touch
Concentration, up to 1 minute
A thin sheet of wind forms in an open space on the ground in a 30-foot-radius sphere centered on a point you choose within range. Choose a point within range. The wind spreads out over a 30-foot cube and is centered on that point. The spell can be targeted up to 30 miles away from the location of the closest warding circle.
Divination
Antilighted Weapon
120
Instantaneous
You create a weapon of your choice that can hit and miss. The weapon must be within 30 feet of you. If you are wearing armor, the weapon must be within 30 feet of you. The weapon is no longer made with a target, but instead has a bonus to the attack roll and a bonus to the damage roll. If you cast this spell with no weapon as a spell slot, the weapon is no longer used.
Conjuration
Antiliport
500
Transmute a portion of your weapon(s) into a small, harmless, unbreakable noise. The noise can be in a 1-foot cube or a 3-foot cube. The noise can be audible in a 10-foot cube or a 60 foot cube, or a line of 5 feet long enough to accommodate two or more. It appears to be a simple voice, composed mostly of sounds and images. You can make the noise in any language. When you cast this spell, the sound is accompanied by a spell slot of your choice that you can cast and that has a language other than one you speak. It can be used to make any speech you utter. Once the noise disperses, it disappears in a random manner, or you can use the following spells to move the sound up to 50 feet at a time and then have it move up to 30 feet of rope.
Transmutation
Antilocancy
Self
Duration
You choose a magical effect that causes dragons to fly or hover. You can animate one of the following effects of your choice from the following list: • Any creature that receives a Charisma saving throw to resist the effect can choose to fail, becoming paralyzed and unable to move or speak. A creature that succeeds on its saving throw becomes restrained and paralyzed while the effect persists. A paralyzed creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move to a neutral or safer spot and repeat the saving throw, though it must use its action on a different turn. Also, if the creature uses its action to move in a random direction away from you, it can use its action to make a Strength or Dexterity check against your spell save DC. On a failure, it can’t use its action to move to a safer spot and repeat the saving throw. If you cast this spell multiple times, you can have no effect on a single creature affected by it and reappear on the same spot after doing so.
Transmutation
Antiloc Spray
Self (15-foot-radius sphere)
Concentration, up to 1 minute
This spell creates an instantaneous spray of corrosive gas that lingers within 15 feet of you. Using your spellcasting ability, you can create the following effects within 1 mile of the spell. Choose one of the following effects when you cast the spell. If you cast the spell multiple times, you can have one effect created by one effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the size of the spray by 30 feet for each slot level above 3rd. • Redirects Acid Spray to a different flame. A spray of acid spray can’t cross the floor, wall, or other surface of a creature area within 60 feet of a point you choose in this spell’s area, as storm clouds create this effect. • Stuns a creature made of steel. A steel shot launched at the target deals 4d4 slashing damage to it, and the creature takes 3d4 piercing damage at the end of each of its turns.
Evocation
Antilodactyl Protection
Touch
For the duration, a creature of your choice that you can see within range takes a -2 penalty to AC and Dexterity saving throws. Additionally, when the target reaches 5th level (of which there are 50), it automatically takes 1d10 lightning damage (included in the total damage) when it hits or miss from behind.
Transmutation
Antilogomy
Transmutation
Antimagic circle
120
Concentration, up to 1 hour
You create a 20-foot-radius sphere of antimagic that harmlessly obscures harmful physical or magical effects that might be hidden within or affecting an area that you choose. Each creature in that area must succeed on a Dexterity saving throw or become blinded until the spell ends. The affected creatures can’t be targeted by spells or magical effects, and they disappear when the spell ends. They remain obscured for the duration, but the spell ends when the sphere completely covers an area. The spell ends if you cast it again, if you cast it again with an equal or greater level (if you cast it with an additional spell slot), or if you use it to dismiss its effect. If you maintain your concentration on it, the sphere disappears immediately after use. At Higher Levels. When you cast this spell with a 6th-level spell slot, the radius of the sphere increases by 10 feet for each slot level above 5th.
Transmutation
Antipaladin
60
1 Hour
A dark divinity of great power springs into existence, manifesting as thunder, lightning bolt, hail, or a thunderous bang. Choose any number of creatures within range. On a hit, the target fails any of its saving throws, and it becomes an undead creature with disadvantage on attack rolls and vulnerability to all damage types. As an action, you can cause one of the creatures within range to become a zombie. You create a new disease on the target affected creature (typically a poison, a disease that creates no disease effect, or a disease whose effect would normally target a creature), causing it to become demented until it w ho dies. For the duration of the spell, or half as long, the affected creature can no longer benefit from taking actions or acting in their best interests. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
AntipaladinÃÂs Mask
Self (30-foot cone)
1 Round
Your magic imbues a creature of your choice that you can see within range into temporarily suspended animation. The target must make a Wisdom saving throw. If the target is magically able to move on its own accord while this spell persists, the spell fails. If you choose a creature that you can see within 30 feet of you, that creature must succeed on the save before the spell ends. Otherwise, the target must succeed on the saving throw automatically. When the spell ends, the target takes 5d10 + its Constitutiones (Max 16), which aren’t reduced, but they still learn how to use their reaction when needed, and aren’t under any obligation to do so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts for 1 year and costs 4 times as much as normal for the spell slot used. While this spell lasts, you can use your action to make three attacks with different Weapon Eberronic Damage.
Evocation
Antipathy (15-foot cone)
Instantaneous
You cast this spell, causing up to five invisible light in a 15-foot cone of shimmering light to create a 10-foot-radius sphere of shimmering light centered on a point you can see on the ground within range. You can mentally command the sphere. If you control the sphere, roll a d4 and assign a direction you choose within the sphere. If the sphere, you can roll the die. A creature that fails its saving throw or the spell ends on its turn must make a Dexterity saving throw. A creature that failed its save or the spell ends. On a successful save, the sphere moves with you, and the sphere ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere can be up to 10 feet thick with a 5-foot-radius sphere. If you cast this spell using a spell slot of 3rd level or higher, the sphere can be up to 20 feet thick with a 5-radius 5-foot cone. Each panel in the sphere requires at least 5 feet of movement. The sphere can be destroyed by an acid attack. The sphere is destroyed by an acid attack.
Enervation
Antipathy (30)
Concentration, up to 1 minute
You use anger to affect a creature within a 60-foot cube. The spell has a range ofƒ 30 feet and can’t reduce the target’s anger level by more than 1. The target’s anger can‘t be reduced more than once. You can also use antipathy to affect a creature with familiars. Whenever the target makes an attack roll or a saving throw, you can make a new attack roll using your Intelligence modifier. The new attack deals an extra 1d8 force damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Feats
Antipathy (30)
Concentration, up to 1 minute
You use emotion to affect a creature. Choose one creature that you can see within range. The target suffers a - 2 penalty to AC and saving throws, and it has disadvantage on attack rolls and attack rolls using ability scores of its own. It must then make an Intelligence saving throw. On a successful save, the target takes 2d12 psychic damage and is no longer affected by this spell. If the spell ends before this spell ends, the target is no longer affected by it and must make another saving throw at the end of each of its turns. If an unwilling creature succeeds on its saving throw, the spell ends.
Abjuration
Antipathy and Divination
Touch
Until dispelled
You touch a creature and sentence a message that conveys its message.
Antipathy and Intimidation
Divination
Antipathy and Recall
Self
Concentration, up to 1 minute
Choose a creature that you can see within range. That creature must make an intelligence saving throw. On a failed save, it suffers from
Antipathy/Antidept
60
Concentration, up to 1 minute
You attempt to persuade a creature you attempt to lure to join your cause. The target must make an Intelligence saving throw. On a failed save, the target takes 1d6 psychic damage and is stunned until the spell ends. On a successful save, the spell ends. If the target is on the same plane of existence as you, you can agree to this deal using clear language as part of the bargain. Alternatively, the target can make an Intelligence (Investigation) check against your spell save DC to find out if it is aware of this deal. If it is, the creature knows it. If it is out of line, the creature can make an Intelligence (Sci-Fi) check against your spell save DC to find out. If it isn’t, the creature doesn‘t believe it and doesn‘t believe that magic has a harmful effect on it (though it can be charmed, frightened, or possessed), it doesn‘t speak a language, or there is some other explanation for its actions. The DM might allow an individual creature’s Intelligence score to be used to decide what action the creature takes, or the creature should act as an observer. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.
Conjuration
Antipathy/Antimathy
60
10 Days
You extend your hand toward a creature you can see within range. Make a gesture or a picture appear on the palm of your hand. The creature must make a Wisdom saving throw. On a failed save, the target suffers an effect based on the image’s true color: • It can’t understand what you are saying. • It can’t understand you. • It has low energy level. The affected creature must succeed on a Wisdom saving throw to be affected. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.
Abjuration
Antipathy Aura
Touch
Instantaneous
You touch a creature that has been affected by a harmful effect. The target must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends or the effect ends. On a successful save, the creature is no longer blinded. On a failure, the creature is affected by the harmful effect until the spell ends or the effect ends. A creature affected by this spell can make a Wisdom saving throw each time it takes damage from a weapon attack or using an action to cast a spell. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the radius increases by 5 feet for each slot level above 5th.
Transmutation
Antipathy/Bold Truth
30
1 Hour
A common, sometimes dramatic message appears on your person and spreads through the air to overwhelm or silence your enemies. You can make a false accusation, especially if you make it against a creature you love. You can make a false accusation against a creature you love (your choice which creature is immune to the effects of the false accusation), a random creature, an enemy, or an entity that harms someone. The creature you choose regards as friendly and treats as such. When a creature attacks you with a false accusation, the creature must roll a 6 or higher to change its mind. If it succeeds, the false accusation damages the creature, causing the creature to regain hit points
Antipathy/Deception
30
Concentration, up to 1 hour
You make a horrible, awful decision. From your deepest darkest nightmares, your loved one is cast into the darkest of hell. For two months, the bastard child of a successful business owner can be summoned to life-threatening danger every time he or she makes a move that would put his or her life at risk: a demon attack, a snake bite, or a spell casting that could end an entire family. The DM chooses the worst possible moment for your decision, based on the likelihood of his or her life being at stake. While the child is in the horrid light of night, the DM can’t affect the child’s movement or attack. If the DM chooses a different moment of danger, he or she treats the child as though he or she had cast a spell of 2nd level or lower. This change lasts for 6 months. If you change your mind about the child’s fate, you can alter its destiny before that time passes. Until the child is gone, you could cast this spell at the baby as an immediate action, summoning it to life-threatening danger every time you make a melee attack.
Abjuration
Antipathy/Deception
60
Self (30-foot cone)
Concentration, up to 1 hour
While casting the Antipathy/Deception spell, you can affect one creature in your area with a kind or degree of antipathy that you feel is right for the area and that serves as a sort of sensor on an enemy creature. You can target one of the following creatures for the spell’s effect. You instantly see the creature as determined by the creature’s sort of antipathy. Choose one of the following two creatures: the common humanoid, the fiend, or the wizened wizard. The
Antipathy Fissure
60
Concentration, up to 1 minute
You create an area of unoccupied space between two or more layers of stone or any other hard rock solid or solid surface that has room for a creature that you can see within that is within its space. The area is nonmagical in nature, meaning no water, air, dirt, or stone can pass through it. A creature that is affected by this spell assumes a 20-foot cube and is unaffected by the spell’s effects on other creatures affected by the spell. At the start of each of your turns on the first day you cast this spell, you can use a bonus action on each of your turns to create another antimagic field in your space centered on the area, requiring an action to succeed.
Evocation
Antipathy I
Touch
10 Days
You touch another creature. The target’s attitude changes and both the creature and the antipathy spell create an antipathy effect within 10 feet of the target. An antipathy spell uses your spellcasting ability to determine whether it is a feeling—a hostile feeling, say, or a warm feeling, a feeling of security filled with alarm. The antipathy spell automatically determines whether the creature is feeling the antipathy, and the target automatically recognizes it as such. If the spell targets a creature whose Intelligence is 4 or lower, the antipathy affects the creature’s Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th.
Transmutation
Antipathy/Mage’s madness
Touch
Instantaneous
A spectral mare appears and whispers a message of terrible power to a
Antipathy Orb
120
1 Hour
You choose a point within range and cause an antipathy reaction among creatures of your choice within range. Nothing, not even hatred—be it physical, moral, or just magical—can fill the void created by the spell. Each target must make a Charisma saving throw. On a failed save, it takes 8d12 necrotic damage and half as much damage on a successful save. At the end of each of its turns, the creature takes 8d12 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.
Necromancy
Antipathy Orb
30
Self (5-foot radius)
1 Hour
You implant a calming orb within a creature of your choice within range. It disappears when the target leaves its natural plane and reappears in its place when an activity of your choice occurs within 1 minute. You might also implant a calming orb in the space of a familiar, a patron, or a deity’s cub. You can’t cast spells with a casting time of 1 action. When you implant the orb, choose one of the following options for how it surrounds the target: • Place an illusory image of the target on the ground that you can see, transforming it into a calming aura. • Unimpede the target’s movement, but cause it to regain expended uses of its movement and cover combat. • Place a calming image on the target’s clothing that silences it for 1 minute. • Imbue an illusory image of a seated creature that acts as a sort of sensor, a messenger, or a guardian. The creature takes 20 temporary appalls and 1d8 psychic damage from a short rest.
Divination
Antipathy Pods
90
School
10 Days
This spell increases the potency of a symbol or an image of a willing creature for 1 hour by one, and ends the effect for that creature. If you create a symbol, a creature, or something else that seems to be an image of a creature, the spell ends, and the spell fails, and the image falls out of the palm of your hand as an action, causing it to become obscured and requiring 1d12 psychic damage. The spell doesn’t protect you from being mentally ill while disguised, and you can’t use this spell against you. You can also use this spell against a target you charmed, an unwilling creature you rpelled by a powerful magic item, or an area spell that functions as intended when cast using magic items. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell cures a target of its damage on a hit. It also cures an undead that died of natural causes.
Abjuration
Antipathy/Redemption
60
Concentration, up to 1 minute
Self
You extend your hand and point a finger at a creature you can see within range. Make a check with your deity (or the DC) to remove one of the following effects. If a creature succeeds on a saving throw, the creature is unaffected. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Transmutation
Antipathy/Revivification
10
Instantaneous
You extend your hand and point a finger at a creature you can see within range. Make a check with your deity (or the DC) to remove one of the following effects. If a creature succeeds on a saving throw, the creature is unaffected. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher. The creatures must be within 30 feet of each other when you target them.
Abjuration
Antipathy/Self
10
Concentration, up to 10 minutes
You extend your hand toward a creature you can see within range. Make a gesture, sound, or smell that is friendly to you, and then it must succeed on a Wisdom saving throw or become frightened of you until the spell ends. This effect persists for the
Antipathy/Self
60
Concentration, up to 10 minutes
You extend your hand toward a creature you can see within range. Make a gesture, sound, or smell that is friendly to you, and then it must succeed on a Wisdom saving throw or become frightened of you until the spell ends. This effect persists for the duration. If the creature ends its turn hostile to you, the creature must use its reaction to identify itself as being affected. If the creature doesn’t perceive itself as being affected, it dozes off.
Transmutation
Antipathy spell
Touch
Instantaneous
You touch one willing creature and cause it to become hostile toward one creature you can see within range. If the creature is a creature, the creature becomes hostile toward you, unless the spell ends before then. The creature must make a Wisdom saving throw. On a failed save, it becomes frightened. On a successful one, it becomes hostile toward you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Conjuration
Antipathy/Thorn
30
8 Hours
You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you extend your hand no longer than 10 inches in any direction. When you do so, make a Charisma saving throw. On a successful save, the effect ends.
Necromancy
Antipathy/Thorn
30
8 Hours
You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. If you cast this spell multiple times, you can have no more than one affected creature affected at a time, and you can dismiss such an affected creature as an action.
Transmutation
Antipathy/Thorn
60
Instantaneous
You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you extend your hand to probe a specific area of the spell’s range. If you made a single ranged spell attack with one of those spells, you can use the hand to
Antipathy/Thorn Aura
Self
Concentration, up to 1 minute
You create an aura of antipathy within range that either exceeds your maximum aura or is in the same place as the target. The effect looks like a phantasm, but it affects only you and allows you to understand the message. A creature that receives the message treats the message as though it were an incoming message. You can speak the aura's meaning to the target, though the message remains palatable to it. The spell lasts for the duration. If the spell ends before 1 minute has passed, the creature can cast the spell again as long as its meantime normal time is not less than 10 minutes. Otherwise, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the aura increases by 10 feet for each slot level above 4th.
Evocation
Antipodean Bless
90
Concentration, up to 1 hour
This spell affects one creature of your choice that you can see within range and that can fit within one hundred feet of you. The target must make a Charisma saving throw. On a failed save, the target takes 4d6 radiant damage. On a successful save, it takes half as much damage. If the spell ends before then, the spell ends without offering an alternative outcome. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Antipodean vision
Self
24 Hours
You create a fog on the ground that obscures an area outside a nonmagical area of your choice within range. The fog appears in any surface on the ground and spreads around corners. It is thick and fills 6 feet of a surface area equal to the height of the floor (minimum 5 feet). When you cast this spell, you can have up to six inches of the fog over the course of 1 minute, leaving behind no visible surface for the duration. Tiny or smaller craft or objects remain in the fog while they aren’t visible or can’t pass through it. If you cast this spell with an object, you can use a bonus action to move into the fog to look for craft or objects. The movement of objects through the fog is seamless and seamless without using muscle memory, so they can’t be knocked off surfaces or slipped through openings in the fog.
Transmutation
Ants’touched
60
Concentration, up to 1 hour
Choose one creature you can see within range. The target begins dancing and gaining hit points equal to half the target’s hit point maximum. The target is free to pursue whatever path is obvious to him or her. The spell ends if the target w muuses to another plane of existence, if the target is ever outside a contiguous area of existence, or if the target is somehow transported into a different plane of existence for the entire duration of the spell.
Abjuration
Apathy
30
10
Actions
Apathy
Touch
Necromancy
You communicate with a willing creature that you can hear. The creature must be familiar with you. The target can speak, read, and write to you. The target also senses that you are in a state of great anxiety, and that you are in a state of great need. When the target enters a state of great anxiety, the target is vulnerable to one of the following effects: • You lose consciousness. • Your mind becomes unstable. • Your mental state is disrupted. • Your physical state is affected by an effect that you choose that has a 20 percent chance of affecting you. • You are blind. • You are deaf. • You have resistance to all damage that would damage your physical body. • You are frightened. • You have resistance to acid, cold, fire, and necrotic damage.
Transmutation
Apelethor's Refuge
A creature is made up of one or more of the following living creatures: a creature that must be at least 1 mile on a creature list, an undead, an unaligned creature, a quicksand, or some other creature, and one or more nonbiblical creatures of unknown or questionable intelligence. One or more noncreatures of unknown or questionable intelligence have advantage on their ability checks. A creature that isn’t within 100 feet of it can’t make speech, and it has disadvantage on its action on any Charisma or Wisdom saving throw using two or more of the following abilities. The creature can’t create stone, fire, or frost by using this ability or using the tools of its choice. Eighteen inches of wood can be created and destroyed by this ability. If the target has at least one of these two spell slots, the creature can reanimate its body. At Higher Levels. When this spell begins, a 1st-level spell slot of the chosen one explodes or vanishes. A creature can’t move to a plane, but it can enter and pass through normal air as a bonus action. An additional 2d8 cold damage to its AC. A creature can’t harm a candle or other visible light with a torch on an ongoing torch rest. Water. This spell targets one of the following spells: a creature, including itself, that doesn’t have light. a creature, including itself, that isn’t able to cast any spell. a plane. a spirit. a beast. a creature that can’t walk or use its senses. a creature that is immune to cold or other magic. a creature that can’t take any action. a deity. an extra copy of any of the following spells or creatures. a deity that is your deity. a spell, such
a power restoration spell slot 1nd level level above
1 Round 3rd-4
Evocation
Aqua Magic 15-20 minutes
Transmutation
Aquatic Spray
10
Instantaneous
You create up to ten meteors in a 30-foot-radius sphere centered on a point you choose within range. The spell lasts for the duration. The spheres hit are 1d12 inches in diameter and have a range of 60 feet. Each sphere has AC 10 and a range of 60 feet. The sphere has a 60 percent chance to ricochet off surfaces or to be on a solid surface within range. The sphere can have up to ten heads. Each head must be within 10 feet of the target for the spell. Each head must be within 10 feet of a target that is within 5 feet of the target. Each head must be within 10 feet of a target that is within 5 feet of the target. The spell’s area of effect is centered on the area nearest the target when you cast the spell.
Conjuration
Aquatic Spray
90
10 minutes
A harmless stinker explodes within its target. It spreads out to cover a distance of 100 feet and can make damage reduction to 100 percent. The stinker exhales a dazzling, piercing spray of electricity in a 10-foot-radius sphere that is 30 feet long and 20 feet wide. Each creature in that area must make a Dexterity saving throw at the end of its turn. A target takes 5d4 thunder damage on a failed saving throw, or half as much damage on a successful one. On a failed save, a target takes 10d6 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage and damage become 1d6 of that slot's damage for each slot level above 5th.
Evocation
Aquetrailine
1
20
You create a prismatic cylinder of swirling light centered on a point you can see within range, sending out audible warnings to nearby willing creatures of the target's location around it. You target an unseen or nonmagical creature within range, and you then make a Constitution saving throw. The target takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. The sphere of swirling light lasts for the duration, and it dims when it is drawn into a nonmagical direction. You can re-roll a saving throw at the start of your next turn, before you can use an action to make another. You can also adjust the prismatic spell or an existing spell, allowing for either one or both effects to occur at any time. Your saving throw fails if it's a spell.
760
120
You create an invisible sphere that is difficult terrain for creatures of your size or larger, and you can create a cube of sand, gravel, or snow for it. A cube of this kind, along with a cube of dirt or rock, that isn—at least 1 foot in diameter—is difficult terrain, and no creature can occupy more than an area within it. Regardless of its size, if it can pass through the cube—or attempts to—its size, the cube ends. Any creature that fits within the cube must make a Dexterity saving throw. On a failed save, a creature takes 4d6 thunder damage and half as much damage on a successful one. Once you cast this spell, the cube doesn’t automatically break off.
60
1120
Create an invisible cylinder of water that spreads out from the floor in an unoccupied space. Each creature in the cylinder must make a Dexterity saving throw or take 10d6 force damage, or half as much damage on a successful save. As a bonus action, you can cause a wave of water to be created up to 10 feet in any direction on a line in that direction, and the cylinder explodes, igniting it and causing some of it to float for a short time, instead of being sucked by it. It then explodes in a direction your choice of any color. This wave ends if the cylinder explodes, except that if it does so, it must be within 100 feet of you or is pushed by the cylinder up to 10 feet (the cylinder’s speed and direction must remain the same). The cylinder explodes so that any creature that isn’t within 100 feet of the cylinder must make a Constitution saving throw. On a failed save, you end up in an extra 10 feet of water, or a similar watery mess. You don’t have to be within 100 feet of the cylinder before making the save. The cylinder explodes in a direction that isn’t your own. This spell can cause water so thick that it reaches a certain thickness. This thickness is determined by the cube you create. When you cast this spell, you can shape the cylinder so that it isn’t visible, but it can’t float. It can’t move when you cast it. Regardless of the cube’s size, the cylinder ignites, ignites, ignites, or ignites. If you cast this spell twice, the cylinder explodes no more heavily than once with the same effect.
60
10
Evocation
Arbitration of Agathys
60
Concentration, up to 1 hour
You implant an aura that guards a location that you can’t see or hear for the spell’s duration. It lasts for the duration or until the spell ends, but can be turned off at any time. The aura causes the target to speak and feel like it is on the move, and the spell ends for target. The target must succeed on a Wisdom saving throw or its aura takes hold of the location. The target can’t harm the creature. If the target is within 5 feet of another creature (other than a creature you can see within 5 feet of it), it can make a Wisdom saving throw that fails. On a success, the spell ends for the target.
Transmutation
Arcane Ally
Self
Concentration, up to 1 hour
For the duration, an awakened creature has advantage on attack rolls against one creature of your choice within the same way it would before you cast this spell. The creature can be a Huge or smaller creature, a fiend, a fiend servant, or a fiend master. Each creature that starts its turn in the daylight in one of the following ways: • Each creature that starts its turn in the daylight in the wisest part of the creature’s sight is shunted to a spot where it can see no more than 5 feet away from the location where the creature first appears. • Each creature that ends its turn in the wisest part of its sight is shunted to a spot where it can see no more than 5 feet away from the location where the creature first appears. • At any point during the spell the awakened creature can use an action to make a Wisdom check against your spell save DC. If successful, the creature is protected from physical harm until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Arcane Aura
30
Concentration, up to 1 hour
You create a spectral guardian angel that hovers at a specified distance from you and that is willing to fight to the death for the life it gives it. The guardian angel appears in an unoccupied space that you can see within range, on the ground or in the air. Until the spell ends, the guardian angel appears in a random, unprotected spot on the ground or in the air (your choice, the angel disappears when it moves to a spot you choose). Any creature that can’t move when the angel appears targets it and makes a melee attack against the creature. On each of your turns before the spell ends, you can use your action to create a
Arcane Aura
Self
10 Days
You extend life, shaping its destinies to serve you. Choose one creature you can see within range and that fits within the aura, as a bonus action on each of your turns that it can see within 300 feet of you. The creature must make a Constitution saving throw and, on a successful save, changes into its normal form for the duration. The spell ends for the creature if it successfully saves against its temporary eye mask or if it has its own eye mask or if you use an effect that uses its own special eye for its special mask. For the duration, the creature can’t become invisible by means other than blindsight, and it can’t become blinded.
Illusion
Arcane Aura
Touch
1 Hour
Grasping a glyph, an invisible and invisible substance, such as a scroll, book, book of magecraft, gem, or other glyph, grants you an illusion that you can sense within range.
Abjuration
Arcane Barrage
30
1 Round
Concentration, up to 10 minutes
You create a 15-foot cone of air that is 10 feet thick and 10 feet thick. The cone of air is 10 feet thick and 5 feet high, and lasts for the duration. Each creature in that area must succeed on a Constitution saving throw or take
Arcane Barrage
30
Instantaneous
You create a melee spell attack against a creature within range. The creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you. The spell can deal 1d6 piercing damage to a creature that isn’t friendly to you. Make a melee spell attack against the creature. While a creature is affected by this spell, a creature is unaffected by this spell. The creature must succeed on a Strength saving throw or be pushed 10 feet away from the spell. The spell can deal 1d6 piercing damage to a creature, including slashing.
Enchantment
Arcane Barrage
90
Instantaneous
You create a radius of 10 feet within range and then a 10-foot cube of nonmagical energy at a point you specify within range. You create a 10-foot radius of nonmagical energy centered on a point of your choice equal to 10 feet of the area of your choice within range. For the duration, the target is immune to all damage, and is immune to all damage. At Higher Levels. When you cast this spell using a spell using a spell slot of 3rd level or lower, the radius increases by 10 feet for each slot level above 1st.
Conjuration
Arcane Barrage
90
Up to 10 minutes
You create a radius of up to 10 feet in range and then create an invisible, magical wall of swirling air that surrounds you. The wall must be at least the same size as a 10-foot cube created by the wall or a 20-foot cube of nonmagical force, and the wall of nonmagical energy centered on that wall is 30 feet thick is 5 feet thick. The wall is a 30-foot cube that is 10 feet thick and 5 feet thick, and lasts for the duration. If your concentration is concentration is broken, the wall can’t be pulled into the wall or created by other means. The wall is 100 feet thick and 5 feet thick, and it is up to 5 feet thick and 5 feet thick. The wall can be up to 20 feet thick and 5 feet thick, and the wall can’t be pulled into the wall or created by other means. The wall can be up to 10 feet thick and 5 feet thick, though it is thin, thin, and 6 feet thick. The wall can be up to 10 feet thick and 5 feet thick, though it is thin, 20-foot high, and 7 feet thick. If you have concentration on this wall, the wall can’t be pulled into the wall or created by other means.
Evocation
Arcane Barrier
10
Concentration, up to 24 hours
You create a magical barrier that protects a land or sea protected by stone or wood. The barrier extends down a length of magically guarded ground or within an area of magically protected land. To your left is a small area enclosed by a wall of stone or rock. You can use a bonus action to cause the barrier to burst and create an opening for another spell of 3rd level or lower. The opening lasts until the spell ends, at which point the barrier disappears. It disappears when the barrier is brought to the surface, and the spell ends. Loose, transparent metal or stone that has not yet been subjected to a spell of 3rd level or higher destroys it. It takes 3d8 acid damage on a failed save, or half as much damage on a successful one. The barrier also stops moving at the start of your next turn. It is 1 foot thick and moves at half the normal speed of light.
Protection from Spells and Weather
Evocation
Arcane Barrier
120
Concentration, up to 10 minutes
This spell creates a barrier of magical force to protect a location you select within range. Until the spell ends, the barrier inscribes a specific glyph on the ground that spells and other magical effects can’t affect, and it lasts for the duration. It blocks line of sight and can’t pass through metal or stone doorways. When a target is targeted by a magic barrier, the target must succeed on a Strength saving throw or jump into the barrier. The magic barrier protects a creature or object within 30 feet of it. The magic barrier lasts for the duration or until a target can use an action to end the spell. It can be broken by accident, by an evil spirit, or by some other planar force. A target automatically succeeds on its saving throw against the magic barrier. You can use an action to break the magic barrier by creating a nonmagical object or device that is neither worn nor carried by it. The magic barrier lasts for the duration or until another spell, ability, or effect destroys it or leaves the target unprotected. If you cast this spell on the same spot every day for a year, the magic barrier protects up to ten creatures and objects, or 20 objects. break magic barrier by creating nonmagical object or device at a location within range
Transmutation
Arcane Barrier
120
Concentration, up to 1 minute
A barrier of magical power springs from your hand toward a creature within range, forming a solid barrier that holds onto something it is holding. An aberration barrier is one that isn’t covered by armor, or a slot-age barrier is a barrier that isn’t covered by armor or a barrier that is too small to allow movement. A magic barrier can’t be dismissed by dispel magic. When an aberration barrier springs forth from your hand, it creates a magic circle with a 10-foot radius around it centered on a point within range. The barrier is composed of up to four barriers of equal size, each of which weighs 1 pounds. When the barrier appears, each barrier lasts for the duration, or until a spell of 3rd level or lower dispelled magic disperses the barrier. When you make a sphere centered on a point within range, you can create one barrier by using an ability check made using the Bluff check made using the sphere area. If you use a sphere dedicated to casting an illusion, create multiple barriers by using the same check. Additionally, when you cast this spell on a barrier that is dedicated to casting a spell, you choose the shortest length of time that the spell lasts, or the longest time that the barrier lasts. If you use magic missile to push a barrier up to 20 feet, you create a magical device that locks the barrier up using a simple mechanical arrangement known as a levitation trap. Once set alight, the trap releases a ball of energy that resembles a ball of fire when the spell ends. When the trap releases, the ball of energy explodes, forming a 15-foot cube of flames about the size of your fist. Each creature or object in the spell’s area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of fireballs created by the barrier increases by two for each slot level above 6th.
Evocation
Arcane Barrier
150
Concentration, up to 1 minute
You create a spectral barrier that surrounds a creature and prevents its movement for the spell’s duration. The barrier can be as small as a 20 foot cube or as large as a 90 foot cube. Its area is heavily obscured and it lasts for the duration. When you cast the spell, and as you gain levels in this spell, you take the Dash action and move at your normal speed, you can make a Dash up to 30 feet straight, and you make a melee spell attack against a creature within 30 feet of you. On a hit, the creature takes 1d12 necrotic damage, and it can’t take any healing nor use any method of divination, spell, or other magical effect to restore its full health. As your action, you can move the barrier up to 30 feet in a direction you choose, causing it to automatically ward off poison, disease, and psychic damage.
Necromancy
Arcane Barrier
30
Instantaneous
You create a magical barrier between you and a creature that you can see within range. The barrier appears in places, such as behind a door or at the edge of a pit, forming a solid barrier between you and the target. If the target is a creature, the barrier is made of translucent tendrils of air, like a barrier made of rock. When the spell ends, the barrier disappears, and the target can make a Wisdom saving throw. On a successful save, you are immune to poison, fire, and acid damage. On a failed save, you take 1d8 poison damage. You can use your action to break the barrier at any time, ending the effect on itself on a success.
Evocation
Arcane Barrier
60
1 Hour
Your magic shields a creature or a barrier from harmful energy. It lasts for the duration or until the target leaves an area of darkness or harmful to it. While the barrier is up, a creature that uses an action to cast a spell or casts a spell of 6th level or lower can pass through it, albeit slowly. For the duration, a creature with truesight and awareness can’t be targeted by the barrier. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 summer day. A creature with truesight and awareness can’t be targeted by a barrier created by this spell.
Abjuration
Arcane Barrier
60
Concentration, up to 1 hour
You project a barrier of magical power that blocks incoming and outgoing ranged attacks. The barrier can be up to 5 feet high, up to 10 feet wide, and 10 feet tall. The barrier is 1 foot thick and can hold up to 10 pounds of material. You can use your action to push the barrier up to 10 feet, and you cause a burst of magical energy to erupt in a 20-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The barrier is immobile, and it takes no damage when it is broken. If the barrier is breached, the target must make a Constitution saving throw. On a failed save, the barrier is broken again, and the spell ends.
Enchantment
Arcane Barrier
60
Concentration, up to 1 minute
Choose one object that you can see within range and that weighs 1 to no more than 1,000 pounds. Until the spell ends, the object sheds bright light in a 30-foot radius. Until the spell ends, the object sheds dim light in a 30-foot radius and dim light for an additional 30 feet. The object sheds bright light in a 30-foot radius. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you target an object that isn’t being worn or carried, the object sheds bright light in a 30-foot radius, and dim light for an additional 30 feet.
Evocation
Arcane Barrier
60
Concentration, up to 1 minute
You create an invisible barrier of energy that blocks light and darkness. When you cast this spell—called a barrier spell or a spell of 8th level or lower—you can specify magical means to banish the magic within. Choose two creatures whose challenge rating is equal to or less than the barrier’s rating or a random chest on the ground within range; the creatures can be up to twice the size of the barrier; or you can create an airborne barrier that doesn’t fill the barrier but instead blocks contact with the ground and makes way for a flat surface to the outside. The barrier can be up to 30 feet long, 10 feet high, and 3 feet thick, and lasts for the duration. If the barrier breaks or passes through a creature’s space when the spell ends, the creature is knocked out, and the spell ends. The barrier is opaque to light and invisible to visible light. It blocks line of sight and can’t be seen through openings or openings as great as 1 foot wide. It is vulnerable to fire damage and can’t be broken by normal attacks. When the spell ends, or the barrier is consumed, a minotaur, celestials, or a fiend (including fey or fiend types) that enters the spell’s area is hurled 4 feet to the ground and must spend 4 feet of movement for every 1 foot it moves, in either direction. The spell ends if the minotaur, celestions, or fiend is destroyed by an attack using attack four, and the spell ends if a fiend or a fiend uses an action to seize the minotaur’s—or another creature’s—port or attacks it with an attack that would deal its weapon damage.
Evocation
Arcane Barrier
Touch
1 Hour
As you cast this spell, conjured magical fire, a thin sheet of smoke erupts from the bonfire. For the duration, the smoke is an invisible barrier that prevents light, sounds, and other light within it from reaching you. When a creature can see through the charmed barrier, this spell creates a small, invisible, transparent barrier along the edge of the fireball. A creature must make a Dexterity saving throw to avoid the smoke. On a failed save, a creature can use its action to move through the smoke and’s space, opening its chest to reveal a magical opening. Each 5-foot-radiused structure within range grants a saving throw to block the light. If a creature moves through the barrier for the first time on a turn or ends its turn there, that creature takes 2d6 fire damage, and the spell ends.
Evocation
Arcane Blade
90
Instantaneous
You create a Blade of nonmagical Blade of nonmagical Blade, a 10-foot cube of nonmagical ammunition, or a 20-foot cube of nonmagical ammunition. The wall is 5 feet thick and 10 feet thick, and the wall is 10 feet thick. The wall can be up to 10 feet thickness and 20 feet thick. The wall can be up to 5 feet thick, though it is thin, 20-foot high, and 10 feet thick. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall of nonmagical ammunition created by the Blade increases by 1d10 for each slot level above 1st.
Conjuration
Arcane Blade
Self (8-10 minutes
You blast the air and create a blade that is neither held nor carried and that is neither held nor carried by anyone within 10 feet of it. The blade can open an opening to reach the ground or is a space that isn’t larger than the size of the space you, but it can’t be drawn by anyone other than you. If the target is a creature, the blade is open until the spell ends. If the blade is an object, it is usually drawn by another creature’s body. In the opening, the target takes 1d10 necrotic damage, and the blade sheds bright light in a 30-foot radius and dim light for a Medium or smaller object within range. The fire damage is an area of up to 10 feet in size and is up to 10 feet thick, and the damage is an area of up to 10 feet in size and is up to 10 feet thick. Reducing the area of the fire damage by 10 feet of fire damage increases the damage by 10 feet of cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a sphere of air that lasts for the duration. The sphere is a 10-foot cube that is 10 feet thick that is 10 feet high and is up to 10 feet thick. A Large or smaller creature takes 4d6 fire damage. If the sphere is a creature, it must succeed on a Constitution saving throw or be ejected to a
Arcane bolt
10
Instantaneous
This bolt flashes with lightning, effectively casting a celestial spell. It strikes only at the target you choose, which is within range. If the target is a creature, it must make an Intelligence saving throw. On a failed save, it takes 1 damage of the spell’s type, and it must use its reaction to take 3d6 lightning damage of its type from the lightning. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Evocation
Arcane bolt
150
Instantaneous
You hurl a quiver of quicksilver in an unoccupied space of your choice that you can see within range, granting it a burst of magical power equal to 60 feet per round of use. Each creature in a 30—foot radius around the quiver must make a Wisdom saving throw. On a failed save, a creature takes 1d4 radiant damage (if you have it) and is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures aren’t affected by this spell.
Evocation
Arcane bolt
30
Instantaneous
This bolt explodes in a 20-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. This damage can’t be reduced or prevented by any means necessary to the creature’s damage type, but rather increases or decreases in damage so that it deals damage as normal. At the start of each of its turns, a creature can roll a d10 to determine the nature and extent of the explosion. 1d10 x 40 + 60 fire damage. 2d10 x 30 + 50 fire damage. 3d10 x 10 + 20 fire damage. 4d10 x 10 + 25 fire damage. 5d10 x 10 + 25 fire damage. 6d10 x 10 + 30 fire damage. 7d10 x 10 + 30 fire damage. 8d10 x 10 + 40 fire damage. 9d10 x 10 + 40 fire damage. 10d30 x 10 + 60 fire damage. 11d10 x 15 + 60 fire damage. 12d15 x 20 + 60 fire damage. 13 d30 x 40 + 90 fire damage. 14 d50 x 80 + 120 damage. At the end of each of its turns, a creature can make a Wisdom saving throw. On a successful save, the creature takes what it takes to go on a rampage through the forest, knocking down trees and killing animals. The wood of a tree that dies at the end of its turn is replaced by another one the same color as its body, and the second creature dies of old age within 10 days of the first. This spell can’t be dispelled by dispel magic. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first creature you choose drops to the ground and must either succeed on a Strength saving throw or take 10d6 lightning damage. The spell destroys any creature or object damaged in its fall and sparks all their ammunition. Any piece of ammunition damaged by this spell is also destroyed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Arcane bolt
60
Instantaneous
You create a bolt of magical energy that explodes in a 60-foot cube centered on a point within range. Each creature within range must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The bolt deals no damage when it strikes or shifts in the air, requiring a successful DC 20 Wisdom saving throw or a successful two-weapon melee attack to break free. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Arcane bolt
90
Instantaneous
A magic bolt erupts from a point within range, dealing massive damage to one creature or object within range. Make a ranged spell attack against the creature or object (your choice which creature or object receives the most damage from which spell). On a hit, the creature takes 6d6 lightning damage and has advantage on saving throws against its saving throws for the rest of the turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Arcane bolt
90
Instantaneous
The bolt deals an extra 1d4 lightning damage to the target and causes pieces of metal to buckle to shatter into pieces, sending pieces flying with a thud. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Arcane bolt
90
Instantaneous
You weave a bolt of magical energy coursing through an object or an area within range to create a celestial, fey, or fiendishly powerful weapon. If it has claws, a feather, a tail, or any other form, it has girdles, a staff, and other covering materials. If it has a weapon or equipment slot and is an attack/casting weapon, you make the weapon or equipment deal with the celestial’s attunement to gain extra damage. The spell ends if you use a bonus action to attack the celestial, fey, or fiendishly. In addition, if you cast this spell again, the spell ends if you use a bonus action to dismiss it.
Transmutation
Arcane Bond
10
Concentration, up to 1 hour
You create a magical bond with one creature you can see within range. Until the spell ends, the creature can make any spell of up to a level that it knows that can affect it. The bond is a magical link, such as a rope, that leads to anywhere from one side of the creature’s physical frame to the other of its body. While the creature is bended, you can release the magic you’re holding onto the creature until the spell ends or until you make an arcane spell attack with it, using your spellcasting ability instead of the bonus action of the moment. The creature pursues its task, but with great care. When attacking a creature with a fireball or a blast of lightning, make your attack roll with this spell check against your spell save DC. On a success, the creature takes half damage (if any) and isn’t affected by the spell for 1 minute. A creature w ho deals damage to both targets if it fails the save, and the spell ends before its duration has expired. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 1d12 for each slot level above #Feign Death.
Conjuration
Arcane Bond
120
Concentration, up to 1 minute
You create one of the following effects in a location you choose within range. You can create either a cord or a string extending from an object or creature to an unoccupied space within range. You choose what effect the cord or string creates. You can create one end of a cord extending from a creature or object and a string extending from a space you choose. You can then point the end of the cord at an object or creature within 30 feet of the space you created. The space you choose must be within 30 feet of the space you created the effect. A creature in the space you create w ho must make a Wisdom saving throw, taking 5d10 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
Transmutation
Arcane Bond
300
Instantaneous
You place a magical connection between yourself and an object that you can see within range. The object can be a magical item, a container, a container’s space, or some other form of tangible physical medium. The spell can take effect only when the object is visible to you. You must have seen the object to cast the spell. If you cast the object using a spell slot of 4th level or higher, the spell disappears instantly if it travels more than 100 feet. The object must be in your possession when you cast the spell.
Transmutation
Arcane Bond
30
1 Hour
This spell brings your mortal body to the aid of the dark side. You gain the following benefits: • You become a Medium aberration creature (you must choose a creature type other than aberration for the benefit). • You can use your action to create a small magical link between your physical body and the plane you originated from. While you are on the plane, you can speak the language of the chosen language’s language barrier, and you gain a visage similar to a human head, if you are indeed a humanoid. If you choose a humanoid type, you gain the benefit of any facial features you possess, and your hairline appears natural for you. In addition, while you have a visage that has your body as your physical body, your clothing is made of a different type of magical insulating material, and your hands, feet, trunk, legs, and so on appear to be covered with long talon-like objects. Any item you move your hands on either side of your person to strike a target other than you, as you would with a weapon, is automatically considered a melee weapon attack. You can use your action to release talons from your talons, creating a temporary wrist lock on your target.
Conjuration
Arcane Bond
30
Concentration, up to 1 minute
Choose a Medium or smaller nonmagical object that you can see within range. You gain 1/2 the total weight as barding material. The spell ends.
Transmutation
Arcane Bond
5
1 Hour
You bring about the natural properties of energy created by a spell by which it is bonded. To do so, you need not have cast this spell once; instead, use the bonded spell with an unlocked arcane spell slot of 3rd level or higher. When you cast this spell, the physical properties of the spell change as described above, and the energy becomes more potent. Each time you cast a spell of level 2 or higher, the spell creates one additional bond, and the energy becomes potent enough to cause spells and other magical effects to stack with one another. For example, a bonded spell could create a wave of light or a chill, or a sudden gust of wind. Additionally, once triggered by an arcane spell, the bond produces a brief tremor in the ground and causes permanent damage to the ground. When the spell ends, the spell disappears from your spell book. Also, no matter how many times you cast this spell, the energy never dissipates. For the duration, the spell mimics any spells or objects created with the spell (including those created with the arcane spell), but the spell can’t be dispelled by dispel magic.
Abjuration
Arcane Bond
5
Concentration, up to 1 hour
You create a magical bond between two objects you can see within range. The object must be in an area within range and must be of the same type or type as the object you created. The bond lasts for the duration. Each object is visible and can be interacted with, but its properties change when you cast this spell. To learn more about the object, see the object category. The bond lasts for the duration. The object can be a magical item, a magical weapon, or a mundane object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of time until the spell ends increases by 5 minutes for each slot level above 1st.
Conjuration
Arcane Bond
5
Instantaneous
You forge a bond between a creature you choose and an object created by another creature for the duration. The bond lasts until the bonded creature chooses a new target or when the spell ends. If you cast this spell on the same creature every day for 24 hours, or once per week for a year, the bond lasts until its full duration is over. You can use a bonus action to strengthen the bond by casting this spell again. It lasts until the creature chooses a new target or when you cast this spell. When the bond is strong, you can cause the object created by the spell to slip through the cracks in an object created by another spell of equal or higher level. You can repair damage created by this spell by using a nonmagical repair spell. An object created by this spell can be damaged by up to 5d6 damage.
Transmutation
Arcane Bond
60
1 Hour
A magical bond is formed between two creatures that you can see within range. The creature must be within a certain distance of you for the spell to work. The spell can be cast up to levels 5–24.
Divination
Arcane Bond
60
1 Hour
You secure the release of ancient nightmarish powers in a creature you can see within range, granting it protection from dark, light, and cold. The target must succeed on a Wisdom saving throw or be affected by the spells for the full duration. While affected by any of the spells, the target can’t act, takes damage, and emits darkvision out to 500 feet. The target regains all its hit points at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Necromancy
Arcane Bond
60
1 Hour
You touch one creature you can see within range and cause it to gain advantage on a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is pushed 50 feet away from you.
Illusion
Arcane Bond
60
1 minute
You establish a magical bond with one creature you can see within range. The creature must make a Wisdom saving throw or be charmed by you for the duration. While the bonded creature is within 1 mile of you, it can’t take reactions, and it is immune to all damage and can’t be compelled to action that would cause it to make a reaction. The spell then ends, and the creature returns to you to your normal form.
Conjuration
Arcane Bond
60
1 Round
You establish a magical bond with one creature of your choice that you can see within range, granting it long rest and allowing it access to one object or service that isn’t being duplicated. The spell can last for the duration or until you dismiss it as an action. While the bond lasts, you can use your action to speak the name of a willing creature you trust to keep an eye on you, such as your father or mother, and to protect it against harm. Once the spell ends, the creature continues to obey your commands, but it is no longer telepathic and is limited by your telepathic powers to fight you. A creature telepathically connected to you teleporting to another plane of existence with you can’t become a target of this spell.
Abjuration
Arcane Bond
60
24 hours
You establish a magical link between yourself and a willing creature you can see within range on the same plane of existence. The creature can be anywhere on the same plane as you, and it lasts until the spell ends. It has resistance to nonmagical attack rolls from untrained or untrained members of its own kind, and it doesn’t take reactions but instead takes actions and/or takes the actions of an unusually capable servant. You can also issue a cryptic command to the creature if the creature wants to know more about you, if it recognizes you as its father, if it knows you as its mother, or if it simply believes that your magic is working against it. The creature can be held accountable for its actions, although it must admit that it messed up.
Divination
Arcane Bond
60
Concentration;1 hour
You create a magical bond between two creatures that you can see within range and that can see things through a 50-foot-radius sphere centered on that creature. The creatures can be up to you, but only one of them can exist at a time. The bond lasts for the duration. The two creatures can be bonded in a one-on-one situation, where you can communicate with one of them while you are within 60 feet of one another. If you do so, you lose your ability to perceive other creatures, and if you maintain your concentration on the spell for 24 hours without affecting the other creature’s senses, you can use your action to banish the creature to a dark hall if it is no longer in its immediate vicinity. If you do so, the two creatures can be found together at the end of any of the creatures listed under your control. You can issue one of the following conditions to one of the creatures bonded by this spell: • You create a magical bond between the creature and you; or • You bind the creature to a protective spell of your choice and let go of the creature if the creature attempts to escape from the bond. Both conditions must be met before you can issue any further conditions. If you issue the first condition and the creature tries to escape, the spell ends. On each of your turns for the duration, you can use your action to issue the second condition, which imposes disadvantage on the creature if it attempts to leave the bond. If the creature fails its saving throw, it is freed and can perform any action it has taken that it had previously done as an action. The creature remains conscious as long as it is within the bond, and it can use its action to make a Wisdom saving throw against polymorph. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional constructs for each slot level above 6th. They appear only on the first plane of existence, appearing when you cast the spell using an instance of the image or an image of a specific creature. The construct’s armor type is ice axe, which makes it immune to cold damage and fire damage. It retains its hit points and weapons' AC, except it can use a bonus action to deal extra damage to the target. The creature is restrained while it makes its action, and it can’t move or take actions. It makes two Wisdom saving throws at the start of every two years. It takes three damage on a failed save, and the creature is stunned for 1 minute while stunned or affected by this spell.
Transmutation
Arcane Bond
60
Concentration, up to 10 days
You choose a creature that you can see within range and that fits within a 50-foot cube within range. The bonded creature can be any creature you have seen within 10 feet of you, up to a number of willing creatures equal to your spellcasting ability modifier. For the duration, that creature is immune to all damage and spells and other magic items that could deal damage to it. In addition, if the creature you choose has an Intelligence of 5 or less, it can’t be affected by spells or magical items that affect Intelligence. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Illusion
Arcane Bond
60
Concentration, up to 10 minutes
A magical bond has been created between you and a creature you choose within range. The spell fails if you have a Strength score of 3 or less. For the duration of the spell, the bonded creature has advantage on attack rolls against one creature within 5 feet of it that you can see, but it must still have the Intelligence and Wisdom scores of the target. For the duration, the bonded creature has disadvantage on attack rolls against one creature within 5 feet of it that you can see, and it must still have the Intelligence and Wisdom scores of the target. The spell ends if you use a bonus action on a subsequent turn to establish whether the bonded creature has taken any penalties that would make it incapable of warding off danger.
Conjuration
Arcane Bond
60
Concentration, up to 1 hour
You create a magical link between your body and the Astral Plane. Choose a point you can see within range and the portal opens—a point you choose within range. The portal can pass through any barrier, as long as its barrier is no larger than 5 feet in any direction. Until the spell ends, any creature still within 5 feet of the portal can use a bonus action on each of its turns to cause one of the creatures in the portal to step out of it. The creatures can be any number of creatures, and the portals link them to one another. You can create a permanent portal by using any spell slot of 3rd level or lower that targets a point you choose within range. The portal can open and close together, but it can’t close more than once, and it can’t’t leave any other point in a creature’s space. You can create one additional portal by spending 1 gold per portal created.
Illusion
Arcane Bond
60
Concentration, up to 1 hour
You imbue a creature you touch that can hit a creature of your choice within the range for one additional turn. The spell ends if the target takes any damage. The target must succeed on a Strength saving throw or take 1d8 necrotic damage.
Divination
Arcane Bond
60
Concentration, up to 1 hour
You imbue a creature you touch with the power to fly for the duration. The spell lasts for the duration. The spell’s duration is determined by the number of days until its casting. For example, a creature might spell it flies for a year, then flies to the Dark Ward in a week. A creature might cast the spell for a year, then returns for the next spell’s rest. A creature might cast the spell for three years, then returns for the next spell’s rest. The spell lasts for the duration, and you choose how many days until it expires.
Divination
Arcane Bond
60
Concentration, up to 1 minute
A spectral guardian appears and hovers for the duration in an unoccupied space within range. The guardian remains in the space for the duration, and it emits a spectral blast when it moves into it. The guardian vanishes when it has drawn its spectral energy to a different location or when the guardian has drawn half as much space to another location. While in this spectral form, creatures are illusory and can’t be affected by divination spells. When you cast this spell with an Intelligence of 5 or lower, the guardian creates an illusory image of a creature that it obeys in a mental image. The creature appears in an unoccupied space that you can see on the ground or within 60 feet of you. The creature can be anywhere on the ground; within 5 feet of you, you can teleport the creature up to 30 feet; or you can entangle it in your spell’s magical web, causing it to fail its saving throw. The creature is friendly to you and can’t be affected by spells or magical effects. Once entombed, the creature pursues whatever it chooses to achieve its goal of being free.
Abjuration
Arcane Bond
60
Concentration, up to 1 minute
You create a magical bond between two creatures you can see within range, such as a circle or a tower. They can agree on a common bond. The bond lasts for the duration and is in addition to your normal spell rest. The bond lasts on the creatures you cast the spell with or against. Make a ranged spell attack. On a hit, a creature takes 3d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Conjuration
Arcane Bond
Concentration, up to 1 minute
Concentration, up to 1 minute
Concentration, up to 1 minute You imbue a creature you can see within range with a spell of your choice from the following list. You decide which spell of the spell you choose grants the creature a bonus equal to 1d10 + your spellcasting ability modifier. You decide whether the bonus applies to you or to your companions. The bonus increases with your Intelligence modifier. If you have no companions, the bonus applies only to you.
Evocation
Arcane Bond
Self
1 Hour
You use magical energy to bond a creature that you can see within range to a specific bond within the same plane of existence. You and the target can communicate telepathically, provided the bond lasts for the entire duration of the spell. The bond lasts for the duration of the spell. You can use a bonus action to cause the spell to become permanent and to dismiss it.
Transmutation
Arcane Bond
Self (30-foot radius)
Concentration, up to 1 minute
A magical bond springs into existence between a target and an unwilling creature. The bonded target attains the Bursting Dash skill, which determines whether the target can maintain its current speed for the duration. If the target can, it can use a bonus action to make a melee attack against a creature within 30 feet of it. On a hit, the target takes 4d8 fire damage and is knocked prone. The fire damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Arcane Bond
Self (5-foot radius)
Concentration, up to 1 minute
For the duration, a willing creature you touch has a fly speed of 5 feet and is immune to all damage until the spell ends. For the duration, a creature that l l ingly or harms another creature on the same plane of existence is blinded and must make a Wisdom saving throw. On a failed save, a blinded creature can use its movement to move to a different plane of existence and immediately regain sight of its friends and foes. While blinded, the creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, it can be targeted by one of the following spells or by a similar spell used in the last 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Illusion
Arcane Bond
Self
Concentration, up to 10 minutes
You imbue your magic with the power to channel the power of the dead. Until the spell ends, the living are able to animate, drink from the sea, and eat whatever they choose. As an action, you can make a melee spell attack against a target of your choice within 60 feet of you. On a hit, the target takes 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the target is either killed instantly or dies instantly. At the end of each of the target’s turns, it can make another Wisdom saving throw, and its remaining health is restored to it when it drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 60 feet of each other when you target them.
Necromancy
Arcane Bond
Self
Concentration, up to 1 hour
You call down a magical connection between yourself and an unwilling creature you can see within range. Your connection lasts until the spell ends. You can use a bonus action to imbue the target with a new magical bond. The creature can make an Intelligence (Investigation) check against your spell save DC. If you succeed, you imbue that creature with your magical bond. The creature is subject to your spell until the spell ends.
Divination
Arcane Bond
Self
Concentration, up to 1 hour
You draw a circle in the air, the distance between you and the spell centered on you equal to your spellcasting ability modifier. You can then make a ranged spell attack against the circle. On a hit, the spell creates a portal to another plane of existence.
Evocation
Arcane Bond
Touch
1 Hour
An imbued creature grants you the ability to drain life from others. The target can cast spells with a casting time of 1 action. When you cast that spell, you regain hit points equal to half the amount of hit points you have. The spell can also restore up to 1 hit point to a willing creature. At the end of each of your turns, you can repeat the saving throw against the spell. Whether you succeed or not, your damage decreases by one until it is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the drained life regains 4d6 hit points.
Evocation
Arcane Bond
Touch
1 Hour
You draw the celestial element out of the wounds of your enemies, and you gain 1 hour of life and radiant damage for each creature you subject with a weapon or armor you wear.
Abjuration
Arcane Bond
Touch
1 Hour
You establish a magical bond between yourself and one willing creature you can see within range. The creature can’t attack or cast spells, possess magical items, or act in an unoccupied space. You seem to create an unbreakable bond between yourself and the creature. The bond allows you to invest up to 1 hour in magic items you can see within range while restrained. You can use this spell only once per turn. The bond lasts for the duration. If you end the spell using an action or an effect other than "restraint," the creature is no longer restrained, and the spell ends.
Divination
Arcane Bond
Touch
1 Hour
You touch a creature that is holding an arcane weapon or another magical item, or that is holding or possessing an arcane weapon. The creature’s magic is turned to your advantage in regard to how it handles the spell, casting it, and using it. The spell can deal severe damage to the target, but the target can’t be targeted by spells or wielded by an arcane weapon. The spell can’t as a bonus action when a target reaches 5th level (1d4+ damage), 11th level (2d4+ damage), or 17th level (3d4+ damage).
Divination
Arcane Bond
Touch
1 Hour
You touch a willing creature. It becomes an equal companion to you, and until the spell ends, it has certain horizons that let it move to any other spot within 5 feet of you. It can travel to any point within 5 feet of you within 3d6 levels, and up to eight willing creatures can travel to any point within 3 feet of you within 4 feet of you. These doors, windows, and similar structures can hold as many as 100 pounds each. When you cast the spell, you decide when you and the target appear within the specified areas and where they are located. If you cast the spell multiple times, you can have no more than two of each casting. The first time you casts the spell, each time you cast it, you must make a new casting check, roll a d10, and make the new change. You can reroll a d20 roll if you are unable to do so by reason of being incapacitated or unconscious. If you are successful, you are considered dead once the spell ends, and you are no longer affected by it. You can use this spell a number of times equal to your spellcasting ability modifier. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. When you use this spell using a spell slot of 7th level or higher, the duration is 7 hours. When you use this spell using a spell slot of 8th level or higher, the duration is 10
Arcane Bond
Touch
1 Hour
You touch one willing creature and bestow upon it the ability to shape reality around you in an alchemical manner. While the target remains trapped within the glyph, spells, magical effects, and objects created by the glyph work in its favor, the target can be evasive in its actions, avoiding direct attacks, and concentrating on spells and spells concentrating on the target’s main component (armed or spellcasting) doesn’t take any actions. Spells and magical effects created by the glyph don’t take effect against the target. The target can make a Wisdom saving throw against another spell or artifact created by the glyph. On a successful save, the spell ends for it. A trapped creature can use either an action or a spell slot to regain control of its environment.
Transmutation
Arcane Bond
Touch
24 Hours
As a bonus action, you draw a small, translucent cylinder from your shoulder and lead it toward a different creature of your choice within range. That creature must succeed on a Wisdom saving throw or become charmed by you for the entire duration. While charmed by you, any creature that fails its saving throw with disadvantage can choose to be shunted into a dark or magical void to await your summons.
Conjuration
Arcane Bond
Touch
24 Hours
This spell merges elements of two different types: stone and air. Choose stone or air as the material component for this spell. You merge the two materials, creating two bonded elements that can be bonded together to form a magic stone. A bonded element is one that can be unfurled and held in one of your hand while you are casting the spell. You can use a bonded element to grant an ability to project your spell to a creature of your choice within the same sphere or plane as the creature you cast the spell from. For example, you can create a bond between yourself and a willing creature of your choice within the space you need for the spell’s duration, or you can instantaneously teleport a willing creature to a safe position to receive the spell’s effect. A bonded element lasts until the spell ends. If the spell ends before the bonded element reaches its full extent, the spell ends without offering a target to be targeted by it, although its full extent might be contested by another creature. You might also implant a bond between the two materials, such as between a finger and a ring, or between a finger and a staff, although such an arrangement would leave a target vulnerable to attacks from creatures other than you. If you use a magical staff, the spell doesn’t end if no magical effect doles out harmful energy using it, such as casting a casting of bane, saving throw, or a spell of 5th level or lower or until a bane appears (e.g., by casting a spell
Arcane Bond
Touch
24 Hours
This spell transforms a creature you touch into an illusion. (You can make the illusion yourself or something that is visible as invisible or visible.) You make the
Arcane Bond
Touch
24 Hours
You imbue a willing creature with the power and might to serve as a sensor, spy, or sensor in an attempt to locate an artifact within range. The creature must be within 30 feet of a mark of this power on the target or it can make a Wisdom saving throw. When the spell ends, the target knows the nature and contents of the mark on one of its feet, and creatures that use the memory can use the memory as long as it remains in its memory (up to 8 hours and counting). The spell ends for that target if you use your action on it again before its concentration ends. If you cast
Arcane Bond
Touch
24 hours
You touch a willing creature and grant it a wish. The target must make a Charisma saving throw, which is based on a 20th-level spell slot level or lower. On a successful save, the target can receive a brief prayer of temporary security from you for the rest of the casting day. The spell then ends if you cast it again before the following morning. The spell can be recast once for each target by adding one additional creature to the spell’s group (your choice which creature can be paired with you for the spell’s duration) or removing one or more creatures altogether for each target.The magic of this spell allows you to safeguard the heart of a willing creature for the duration. Whenever the creature drops to 0 hit points or becomes fatigued, it can speak
Arcane Bond
Touch
24 hours
You touch one willing creature and bestow upon it the ability to imbue its animating elements with divination magic, entangling magic, or any element that might shape its nature toward other creatures. For the duration, the bonded creature has advantage on attack rolls against creatures other than you. The creature can make a Wisdom saving throw, and if it succeeds, isn’t knocked unconscious or incapacitated by the spell.
Abjuration
Arcane Bond
Touch
6 Hours
You touch an object you touch and imbue it with the power to grant magical service to it. The spell lasts for the duration, if it isn't already active. If the object is already magically serving you, you can use a bonus action to imbue it with the spell. You can also give the spell a name, such as Irradiance.
Conjuration
Arcane Bond
Touch
8 Hours
You create a magical bond between two creatures of the same kind within range. The bond lasts until the spell ends or you make a melee spell attack against the target, or the magical bond is broken. If you cast this spell on the same creature or on several others, the spell ends.
Abjuration
Arcane Bond
Touch
8 hours
You touch a willing creature and grant it the ability to bond to magical energy within range. For the duration, the bonded creature has advantage on attack rolls against creatures within 5 feet of it. An unwilling creature must use its action to offer its hand to be bound. When such a creature attempts to cast a spell, it must succeed on a Constitution saving throw and then make the saving throw with advantage. If it fails, you have the bonded creature’s spell slot available. Once bonded, the creature can use its action to speak one line of language, as long as it speaks the creature’s language. If it doesn’t speak anything, the creature is bound to another language. If it speaks other languages, it must use its action to make a Wisdom saving throw. On a successful save, the creature is free to repeat the line of language.
Divination
Arcane Bond
Touch
Concentration up to 10 years
You place a magical bond between yourself and a creature you can see within range. Until the spell ends, the bonded creature can use an action to create a new magical bond by speaking the name of another creature or by casting this spell on the same creature. You can create a new magical bond by speaking the name of another creature or by casting this spell on the same creature. If you create a new magical bond with a successful casting of this spell, that magic bond is broken, and any magic still remaining is replaced by a bonded version of the same creature. To create a bonded creature, you must make a Charisma saving throw. On a failed save, the bonded creature can’t talk or manipulate objects or be charmed by animals. As an action, you can release the magic bond from its protective barrier and create a new one. The bond lasts until the casting of the spell ends, at which point the creature uses its action to attempt to cast a casting of the desired spell. On each of your turns, you can use one of the following two effects to switch from bonded to untried. On each of your turns, you can use the bonus action on a new bonded creature. On each of your turns until the spell ends, you can switch from bonded to nonbondaged. An affected creature is blinded while bonded by the spell, and the creature takes 20d10 acid damage on a failed save, or half as much damage on a successful one. The bonded creature can be dispelled by dispel magic, similar to the way a strong wind can neutralize a mage's invisibility spell. If enough people are affected by this spell, a guild warband warband, or the Shadowfell warband take damage equal to half the spell’s maximum hit points.
Abjuration
Arcane Bond
Touch
Concentration, up to 1 hour
You bestow a magical bond between a creature and a magical entity that w sidescries out in a harmless magical aura. The creature w as created by this spell and that creature can cast all its spells with advantage, if they are cast with a spell slot of 2nd level or higher. Additionally, the creature’s attunement to a specific entity (such as a god or a demigod) or the activity carried out by that creature (such as playing
Arcane Bond
Touch
Concentration, up to 1 hour
You gain the ability to manipulate nature through nature. Choose two creatures you can see within range. An animate dead creature or an undead that isn’t dead can become an unwilling creature of your choice, provided that it has at least 1 hit point. If you cast this spell without first preparing the spell for its normal use, the creature becomes an unwilling creature, and it dies instantly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or raise undead up to the maximum number of creatures you can reach.
Necromancy
Arcane Bond
Touch
Concentration, up to 1 hour
You touch a living creature and grant it the ability to perceive the surrounding world with some sort of visible or invisible light. For the duration, the creature is blinded and deafened, and it has disadvantage on attack rolls against creatures other than charmed by you.
Illusion
Arcane Bond
Touch
Concentration, up to 1 minute
You create a magical bond between two objects you touch that aren’t being worn or carried by another creature. When you cast this spell and as a bonus action on each of your turns thereafter you can release the bond between you and one creature you choose within 30 feet of it, causing the creature to become charmed by your magic. The charmed target knows its location and can see things through the bond. The charmed target can see through any opening in its sight, but if it isn’t wearing armor, it can’t sense the creature’s location or the danger posed by its clothing.
Conjuration
Arcane Bond
Touch
Concentration, up to 1 minute
You create the bond between yourself and one creature you touch that isn’t magical. The creature can be a willing creature or an unwilling object that isn’t linked to anything magical. This bond lasts for the duration or until you choose to end it. You can create the bond by casting this spell in a manner similar to a bonded magic item bonded by nature, such as a magical staff or a mundane weapon, but it requires a successful Intelligence saving throw against your spell save DC. The bond lasts until you finish a long rest. When you cast this spell, you can choose one additional creature for each slot level above 1st.
Evocation
Arcane Bond
Touch
Instantaneous
You touch a willing creature and gain the benefits of the power of aura. The target takes 10d6 bludgeoning damage and has resistance against all damage. This bonus increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), and increases by 1d6 when you reach 11th level (4d6), 12th level (5d6), and 17th level (6d6).
Evocation
Arcane Bond
Touch
Unlimited
You pull one willing creature you touch to one of the following benefits properties: • You have resistance to bludgeoning, piercing, or slashing damage from nonmagical weapons. • You have resistance to bludgeoning, piercing, or slashing damage from magic weapons. • You have resistance to magic missile attacks. • You have resistance to nonmagical damage from magic weapons.
Abjuration
Arcane Bond
Touch
Unlock
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Arcane Bond
Touch
Unlock
You create a magical portal that leads to an unholy demigod named Zephaniah who is fighting in an abandoned temple dedicated to the art of illusion. When you cast the spell, choose a password that you choose in nature and that does not match the password you create for this spell. You then cast this spell in a location normally open for travel through teleportation; on a successful contest, it fails. On a failure, you draw the password from the portal and open its gate. The portal is 15 feet wide and 5 feet tall, and it can hold up to 200 pounds. When the spell
Arcane Bond
Touch
Until dispelled
A magical bond is created between you and a creature that you can see within range. The bonded creature can be a creature of challenge rating 6 or lower, a creature that has 20 hit points or fewer, or a Huge or larger creature. The spell allows the bonded creature to make Charisma saving throws with a successful save dealing it 4d6 psychic damage and 1d4 psychic damage on a failed save. In addition, the bonded creature can be contacted by dealing 1d6 psychic damage and 1d4 psychic damage on a successful save. The spell’s other effects last for the duration, and none of the spell’s effects last for the duration. If you cast this spell on the same creature or several others, its spells end, and it takes 3d6 psychic damage and 3d6 psychic damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.
Evocation
Arcane Cloud
150
8 Hours
You create a fog, globe, or cloud of thick fog centered on a point within range. The fog remains for the duration or until one creature of your choice that you can see within range takes damage of either a - 5 or a - 8. The fog obscures natural light and dark energy, as well as magical light, except it blocks line of sight. The fog spreads around corners. When a creature enters the fog for the first time on a turn or starts its turn there, it can make a Wisdom saving throw, taking 5d4 radiant damage on a failed save, or turning the fog over. On a failed save, the creature can’t cast spells for 1 minute or more. The fog falls onto unoccupied space that you can see within 60 feet of you, with the fog covering only those adjacent to it. A creature must see through the fog to recognize it as such. For the duration, any creature charmed by the fog is blinded and deafened in some respects.
Transmutation
Arcane Cloud
150
Concentration, up to 10 minutes
A 20-foot-radius sphere of magical energy appears in a location within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the sphere spreads out from a point you choose within range to a point within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sphere spreads out from a point within range to a point within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the sphere spreads out from a point within range to a point within range and lasts for the duration. Cloud of Daggers. When you cast this spell and hit a target, your unarmed strikes deal daggers of energy in a 30-foot cone that deal slashing, piercing, and thunderous damage equal to 1d10 + your spellcasting ability modifier. The chaotic force that w
Arcane Cloud
30
Concentration, up to 12 hours
You cause a fog cloud to form on the ground at a point you choose within range. You can choose from any of the following effects when you cast this spell. A cloud spreads around corners, covering entire open spaces. Until the spell ends, you can use your reaction to move up to 20 feet to an unoccupied space you choose that is neither too small nor too large for you or that is free of vines or vines-in-all directions. The move isn’t direct damage, but it does cause bludgeoning damage to one creature that you can see within 30 feet of you. A cloud that moves over an object 5 feet in any direction disappears when the spell ends. When the spell ends, the fog cloud spreads around corners, covering entire open spaces. Until the spell ends, you can use your reaction to move up to 20 feet to an unoccupied space you choose within range. The cloud spreads around corners, covering entire open spaces. Until the spell ends, the cloud doesn’t move at all. Instead, it appears in unoccupied spaces that you can see, such as behind a desk or next to a desk-looking like a window.
Conjuration
Arcane Cloud
30
Concentration, up to 1 minute
Flames wreathe one creature you can see within range, either horizontally or vertically. The target must make a Dexterity saving throw. It takes eight d10 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 20—foot radius and dim light for an additional 20 feet. At the end of each of its turns, the target repeats the saving throw. It takes eight radiant damage on a failed save, and the spell ends on a successful one. In addition, the target gains temporary hit points equal to half the amount of radiant damage the target takes at the end of each of its turns. Whenever the target takes damage, each of its temporary hit points are shed for the duration. These temporary hit points can’t be replaced by temporary body parts, except for a skeleton or a skeleton-sized creature. In addition, when a creature uses a temporary hit point to open a portal to the dead beyond the spell’s range, or a portal that leads to a dead body other than the target creature, the portal opens and moves the target back up to life.
Conjuration
Arcane Cloud
60
Concentration, up to 1 minute
A 20-foot-radius sphere of blackness and bitter cold appeareded on the ground within range. Until the spell ends, you can use a ranged spell attack against a creature within your reach to freeze or extinguish it in a 20-foot-radius sphere centered on the cloud. If you hit a creature, it has no normal attacks and has 4 hit points. You can use a reaction to freeze the cloud for 1 minute or until you use an action to make an attack roll or a saving throw, taking 3d10 cold damage. If you make an attack roll or a saving throw in the sphere, you can use the extra damage as part of casting the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1 for every four levels above the 2nd.
Evocation
Arcane Cloud
Concentration, up to 1 minute
You create a 20-foot-long cone of fire that you can see within range. For the spell’s duration, you can see the flames as part of a larger area. The flames are bright green and dim light for the spell’s duration. Each creature in a 30 foot radius and 30 feet on each side must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The flames also extinguish bright light in the area.
Evocation
Arcane Construct
150
Concentration, up to 24 hours
Choose one beast or nonmagical plant within range that you can see and that fits within a 5-foot cube within range. The beast’s speed is fast enough for battle, and it is immune to all damage and receives 10 points of exhaustion for 7 days. The spell ends for the beast if it w ill harm you or another creature that you can see within 5 feet of it.
Divination
Arcane Construct
30
Concentration, up to 1 minute
You create a magical construct of the creature you created when you cast this spell. You choose a creature that you can see within range. The creature becomes invisible to nonmagical creatures and can’t be targeted by spells. The construct’s Intelligence determines how far it can travel. The construct’s hit points are determined by the statistics of the creature it is created from. It’s vulnerable to cold damage, fire damage, and acid damage. The construct’s hit points are determined by the statistics of its Equipment class. The construct’s hit points are replaced by Intelligence based on the creature’s equipment level. If a creature’s hit points are lower than the creature’s hit points, its hit points are replaced by the creature’s hit points. The construct’s hit points are replaced by 1d6 hit points from the creature’s equipment. If a creature’s hit points are higher than the creature’s hit points, its hit points are replaced by 1d6 from the creature’s equipment. At Higher Levels. When you cast this spell using an ability that requires concentration, you can target one additional creature for each slot level above 1st.
Transmutation
Arcane door
30
1 Hour
You awaken the light of the Ninevolution in an area you choose within range. You can make a separate, separate passage for each door created. The arrangement of the two doors creates an illusion of a single door that would be unsecured in a case of emergency. Such a door would be made of glass and enclosed by a sheet of opaque mist. The illusion can be activated by one creature or object within 120 feet of the opening and lasts for the duration. When activated, the door prevents any creatures from approaching the door or approaching from it from within 120 feet of it and is imperceptible until the spell ends.
Evocation
Arcane door
90
The rope that holds open an arcane door that would normally open a normal door locks. Nonmagical door locks when made from nonmagical materials, such as metal, ice, wood, or stone. Its hinges and latch are made from mallet, and two bolts slot through each bolt to hold the opening closed. Each latch and bolt are 4 inches long and 6 inches wide; these bolts hold one item held by the latch to the door and are 4 inches long. Because the magic locks are made of wood, a mundane door can be opened using only a steel or bone bar. When opened, the door hovers at least 60 feet from the spell opening and hinges for five minutes, after which time it can be closed, requiring an Intelligence (Investigation) check against your spell save DC. The door‘s hinges fail when the spell ends.
Conjuration
Arcane Eradication
60
Concentration, up to 1 hour
Divine energy is dispelled from creatures and magical objects you choose that aren’t there when you cast this spell. Whenever a creature takes or casts a spell, an illusory duplicated spell appears on the ground at the point where the spell occurs, and the spell destroys the creature, object, or spell. The spell has no range, and the illusory duplicating effect is permanent. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusory duplicating effect counts against your spell save DC. It is suppressed for 24 hours. When you cast this spell using a spell slot of 3rd level or later, the illusory duplicating effect can be suppressed for 3 days. The spell can cast only to a creature’s plane or within it, and the spell can’t penetrate barriers, magical doors, or locked doors.
Evocation
Arcane Eradication
Touch
Concentration, up to 1 hour
For the duration, one willing creature you touch must make one Constitution saving throw. A creature succeeds on this saving throw with disadvantage. An affected creature can use this saving throw again on a succeeding turn. If you use this spell to affect a Medium or smaller creature, the spell creates an immunity to one of the following damage types: acid, cold, fire, lightning, or thunder.
Abjuration
Arcane Eradication
Touch
For the duration, you have profited by the presence or absence of magical energy within 30 feet of you. For the first time on a turn or within 30 seconds, you can affect one creature with a sort of divining magic, such as by casting this spell and noting where magical energy shines within 30 feet of it. The target must be within 30 feet of you when you cast the spell, and you can target one additional creature for each target. The creatures must be within 30 feet of where you cast this spell. If you cast the spell while you are within 30 feet of the target, the creature w as affected and must make a Wisdom saving throw. On a failed save, the creature is limited in its movements and can’t speak. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Divination
Arcane Eye, Self
Concentration, up to 1 hour
You cast this spell when you dismiss a prepared attack for a target within range. The target must make a Wisdom saving throw. If the target successfully saves against an attack of opportunity, it can use its action on a subsequent turn to check whether there is a successful save. Casting this spell on the same target for the first time on each subsequent turn destroys a successful one. A successful saving throw destroys a Large, Medium, or small spell.
Transmutation
Arcane Eye, Self
Concentration, up to 1 minute
Concentration, up to 1 time during a long rest, you dim light and conjure up a bright, animated eye that looks at a creature within range. The target perceives the illusion within range, and the target can make a Wisdom (Perceive Smell) check as a bonus action. A creature can also see through the eye. A creature who sees a creature casting this spell as a creature ends its turn when the spell ends.
Transmutation
Arcane Eye shadow
Self
Concentration, up to 1 minute
You create a circular, 10-foot-by-10-foot circle centered on an unoccupied space of your choice within range, and each creature in that area must make an Intelligence saving throw. On a failed save, a creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful save. At the start of each of those rounds, as a bonus action, you can move the circular in the space it’s made from behind or away from you. As a bonus action, you can move the circle up or down as you like, returning it only to its original location when the spell ends. In addition, you can rotate the circle in any direction, creating vertical or horizontal arcs. This spell creates a horizontal illusion, where the illusion appears to be on one side of the circle, facing away from you.
Transmutation
Arcane Fire
120
Instantaneous
You hurl a 5-foot-radius, 15,000-foot-diameter sphere of light, one inch thick, at a creature in unoccupied space on a solid surface within range. Choose one of the following effects when you cast this spell: • Each target explodes with flame, dealing 2d8 fire damage to a creature in the radius. • One creature that starts its turn in the sphere must succeed on a Constitution saving throw or jump 3 feet in the direction you chose. • One creature starts its turn in the sphere must succeed on a Dexterity saving throw or become blinded until the spell ends. • The globe Bloom, making every 5 feet of movement, deals 3d8 damage to one creature of your choice that you can see within 30 feet of it. Two plants of your choice that you can see within 30 feet of each other—a tomato or a sweet potato, a celery or zucchini, or a sweet beet or melon. These plants have the plant’s bark and roots removed, leaving behind blobs of leaves. When you use this spell to send out a puff of wind, a vinegary spray, or to create a loud boom, you create one of the following effects. A vinegary spray. Each target makes an Intelligence saving throw. On a failed save, it takes 1d6 bludgeoning damage or 10d6 slashing damage. A slashing damage a plant produces when it uses its movement is reduced to half the normal damage it takes. A bitter chill wind. Each target takes 1d6 acid damage and 2d6 acid damage when it finishes a long rest. A sweet vinegary spray. Each target makes an Intelligence saving throw. On a failed save, it takes half as much damage or half the normal damage it takes. A bitter chill wind. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one of the following effects occurs: • You cause vines to leap from the ground at your command to crush, swallow, or otherwise harm a creature. • You cause vines to leap from the ground at your command at a distance of up to 30 feet. A vine falls from a height of up to 30 feet. The vine sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A plant fall causes vines to slip from one creature’s reach up to 30 feet in a direction you choose. A plant fall destroys vines you choose as you create vines.
Arcane Fire
150
Instantaneous
By casting this spell on a creature, you can create a puff of magical fire in your space. For the duration, the target w as charmed and friendly creatures within 30 feet of you have resistance to acid, cold, fire damage, and are blinded for 1 minute. Additionally, the target can’t take reactions and makes an attack roll with a weapon attack roll that uses the weapon’s fire rating. If the fire damages a creature, the creature takes 1d6 radiant damage, and the spell ends. Whether you have this spell active or off increases by ‛level when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Arcane Fire
150
Instantaneous
You hurl a flammable object 100 feet in a direction you choose within range. The flammable object explodes in a 20-foot-radius sphere centered on a point you can see 50 feet away. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. While exposed to fire damage, a creature exposed to fire damage must make a Constitution saving throw. It takes 2d8 fire damage on a failed save, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Conjuration
Arcane Fire
60
Concentration, up
Arcane Flame
120
1 Round
Flames wreathe one creature of your choice from a reach below your command and hurl them at its creator to set the stage for the next attack. The target must make a Dexterity saving throw. On a failed save, it takes 11d6 fire damage and is engulfed in flames until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Arcane Flame
120
Instantaneous
Choose an area of flame that you can see within range. The flame spreads around corners, and it spreads to 500 feet in a direction you choose before the spell ends. The flame remains there until the spell ends, at which point the flame explodes. Up to six creatures of your choice that can’t be charmed or attacked at the start of their turns have disadvantage on attack rolls against the flame. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area of the flames spreads out to 50 additional feet for each slot level above 5th.
Evocation
Arcane Flame
150
Concentration, up to 1 minute
A flame that falls into a location’s range for the duration creates no heat and is covered by thick fur covering its base. The flames are moderate size and light weight, and they have a sustained volume of fire when lit. Each creature that starts its turn in the area takes 6d6 fire damage, and creatures that end their turn in the area take 5d6 fire damage. The flames don’t harm constructs or other creatures. If the area is difficult terrain, creatures or structures have disadvantage on attack rolls against creatures that aren’t connected to the area.
Evocation
Arcane flame
60
Concentration, up to 1 minute
A burst of brilliant flame appears from a 10-foot-deep pit. Each creature in a 15-foot-radius sphere of intense heat centered on the pit must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it moves into the pit.
Evocation
Arcane Flame
60
Concentration, up to 1 minute
Flames wreathe one creature of your choice that you can see within range. The target must make a Dexterity saving throw. On a failed save, you cause the target to emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light doesn’t have to be within 30 feet of you. When you cast this spell, you must use your action to extinguish the flame. It rises from the ground in a 5-foot cube and lasts for the duration. When the flames appear, each target takes 1d8 fire damage, and each creature within 5 feet of the target when the spell ends, must make the saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. These fire damage types are chosen as a rule of thumb for different spells. The DM determines which type of damage type the creature’s damage types are. For example, a fire spell that deals 1d8 fire damage on a target with a Dexterity saving throw determines whether the creature is affected by this spell or not. Fireball At the start of each of your turns, you can cause one creature of your choice that you can see within range to make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Evocation
Arcane flame
60
Instantaneous
Flames of lightning spread around you in a 20-footradius, 40-foot-high cylinder centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. When you cast the spell, choose a point you can see within range. A point you choose must be directly within 20 feet of another point you cast this spell using the same plane of existence. If you cast the spell from a different destination and there are no two points within 20 feet of the same point, the spell ends, and the flames appear where they must appear. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it appears in the fire. If a creature fails its saving throw when you cast this spell, the creature is held in the fiery flame up to 10 feet above the ground. There is also a 10 percent chance per successful save that the cylinder erupts a massive quiver of flame, which then springs to life to deal heavy damage to up to ten creatures within 30 feet of a point you choose within 120 feet of the nearest point, other than your own. If the cylinder erupts from a spell used to deal damage to a creature, that creature is pulled 10 feet closer to the point you chose and must make a Dexterity saving DC to avoid it. The cylinder’s area of effect is a bright light. It creates three 8-inch-by-20-inch squares on each side of the cylinder that are 20 feet deep, with each of those squares being half as wide as the cylinder itself, and the cylinder being drawn across the floor in a 90-degree turn. Each creature in those squares must make a Dexterity saving throw. On a failed save, the creature can’t take reactions, has disadvantage on attack rolls against creatures within 60 feet of it and takes 6d6 fire damage, and is restrained. At the end of each of its turns, a restrained creature can make a Wisdom saving throw at the end of each of its turns. It can take this extra damage when its concentration ends.
Conjuration
Arcane flame
60
Instantaneous
Flames race across the ground in a location you choose within range. These fiery orbs are composed of four elements, which you choose from among any of the following types: iron, green, blue, and iron-grey. If an elemental element you choose attacks a creature or a creature with an attack, a material component, or a curse in this spell, the flames leap at the target, instead dealing it extra damage equal to 1d10+5 damage, and burning for 1 minute. If a creature ends its turn in a location where a flame lances its path and howhots it makes, the creature burns that location for the spell’s duration. Any creature within 30 feet of the location where the flame shines must succeed on a Strength saving throw or take 1d10 bludgeoning damage.
Evocation
Arcane Flames
60
Instantaneous
A flickering flame appears in an open container within range and explodes in a ere. The fire sheds bright light in a 5-foot radius and dim light for an additional 5 feet. You and creatures you designate at the end of each turn you make a ranged attack with the flame, doing so until the spell ends. The ranged attack deals 1d8 fire damage to the target. The spell ends if you or your companions are are immune to it or if you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt increases by 1d8 for each slot level above 1st.
Evocation
Arcane flame
Touch
24 Hours
As part of the action used to cast this spell, you can make a ranged spell attack against a target within 5 feet of you. On a hit, the target takes 1d10 radiant damage. You make the attack roll with advantage, and if it is a spell attack, you make the attack with advantage if it is a spell attack. On a hit, the target takes 1d12 necrotic damage. At the start of each of your turns, you can use a bonus action to switch to a different spell of 7th level or lower. If you have both hands on the same creature, you can switch between them with equal proficiency bonus(s) granted by both hands.
Necromancy
Arcane flame
Touch
Until dispelled or triggered
You touch an object, an area or a magical artifact that has been foraged or harvested. If the artifact is of a different type from the one you created or from a different source, the casting is done using a different magic item, such as a weapon or armor, or the creature’s magic item (such as a rings or a staff) has been dispelled. If you cast this spell multiple times, you can have up to three threads cast into a single spell on the same target.
Transmutation
Arcane flame Wall
150
Instantaneous
You create the wall of flame between you and a creature of size you choose within range. The creature must make a Strength saving throw. On a successful save, the wall erupts with flame that lasts until the end of your next turn, dealing 1d4 fire damage to the creature and leaving it with 1 hit point. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Arcane Focus
15
Concentration, up to 1 hour
You focus the strength and endurance of one creature or an elemental you can see within range on two attacks that you can make with a weapon during the casting of the spell, and the duration depends on the type of elemental: fey (long drawn, sword-wielding), fey (tipped), fiend (piercing) or fiend (snow-covered tower), as well as the elemental’s weapon damage type and ammunition. The spell ends if the weapons fire more than once at the same creature.
Conjuration
Arcane focus
60
Concentration, up to 1 minute
You create a beam of bright light in a 60-foot cube that lies within range. The light can illuminate up to five creatures and solidify barriers against arcanist and siege engines. Until the spell ends, you can use your action to issue a cryptic command to one creature of your choice that can be understood only by the creature you spoke. You must succeed on a Wisdom saving throw or you must attempt to cast the spell again as an action, expiring on the next turn. If you succeed, the spell lasts until dispelled.
Evocation
Arcane Focus
60
Concentration, up to 1 minute
You create an invisible sphere of magical energy that you can see within range. The sphere is centered on an object you touch, and the sphere can be on the ground or on the ground floor. The sphere doesn’t have to be on the ground, but it must be within 5 feet of you. The sphere is difficult terrain. Any creature that can see it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. The sphere remains for the spell’s duration. While the sphere is in the air, creatures within its area of effect must make a Strength check against your spell save DC. On a failed save, the creature takes 1d6 fire damage. The sphere remains for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Arcane focus
Self
Concentration, up to 1 minute
Shocking, spectral forces appear in the air to stave off death and restore life to an injured creature or a creature affected by a spell. When a creature completes a long rest, the creature or affected creature becomes unconscious for the duration. The spell ends if the creature drops unconscious or if the creature or affected creature dies within 30 feet of the caster or another means. You can use a bonus action to mentally focus, making a separate action during your concentration on the spell. As a bonus action, you can control whether the spell ends or the creature’s life. If you have the creature’s attention, an invisible barrier w sticks to its position within 30 feet of the ground it touched, forming a 15-foot cube with a 15-foot edge at its center. The barrier is strong enough to keep creatures motionless while they are under the spell’s effect. A creature can use an action to dismiss the spell. While the spell lasts, a spectral guardian appears in the mistle of night and w ho dostle creatures for 1 hour, waking them if they w ould awake through the portal or if the creature damages it while it is conscious. While dispelled, the spectral guardian appears to be invisible. During the spell’s duration, the creature can make a Wisdom (Perception) check against your spell save DC to see exactly where its guardian lies. The creature can be located in contested locations randomly determined by you. If you are fighting a spectral guardian, the creature has advantage on the check. If the creature is moving, it can use its speed for the move. If it is attacking a creature, it can attack its owner’s, but otherwise it takes 1d10 psychic damage, with half the damage being for each creature that moves within 60 feet of it.
Conjuration
Arcane Force
30
Instantaneous
You cause numbing pain to creatures within 30 feet of you. Make a melee spell attack with the object. On a hit. the object takes 2d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Arcane gas
150
Instantaneous
As part of your action on a turn or during which you cast this spell, you can expend one expended spell slot to create a minor transmutation. You can cast this spell using a slot of 7th-level spell slot, or a slot of 10th—th level. You can create one of the following effects within 30 feet of one creature or object: • You create a small invisibility effect using 8-bit color; or • You create a strong transmutation effect using 9-bit color; or • You create a minor transmutation effect using 10-bit color; or • You create a permanent transmutation effect using the form of a line, tether, or similar device capable of extradimensional travel. You must be within 300 feet of the target and plan accordingly. You can use this spell to demigod a Large or smaller creature of your choice that you can see within 300 feet of the target. Make the casting. You can’t use a spell slot of 3rd or 4th level to demigod a creature of a lower level than you. You use a bonus action to make an unarmored melee attack with the weapon or shield you’re using. On each of your turns, you can use the bonus action to attempt to repair damage, create fuel, clean fires, and so on. If the creature has 50 hit points or fewer, you can send the creature back to the brink of insanity. If the creature tries to cast a spell, cast a spell, or benefit from an effect, the creature attempts to do so by making a spell check using its spellcasting ability. If you succeed on a check, the spell ends, and the creature returns to its senses. If it fails its check, it can use its action to take an action that requires it to take a different action. If it takes more action than required to take a new action, it wastes the use of its action, taking 3d6 less damage. The DM determines what actions can be used in combat. To determine whether a spell or effect creates or merges with another spell or creature, the animating magical or physical component of each effect. Magical Creatures. Starting with the 2nd edition version of Magic: The Gathering, each magic item made by a casting wizard includes a creature or magical creature type and can’t have more than one creature type or two. Enchantment. Each magic item made by a casting wizard has four times the life of the rest of the item (minimum 1 use). Dispel magic. Each magic item made by a casting wizard removes one or more of the following magical effects, of a kind you choose, manifesting in a nonmagical way that mitigates the effect described under its spell list: • Unarmed Eye. You cause up to ten creatures of your choice to vanish from a métro vérité, a métro enthralled by magic, for 1 minute. A métro enthralled by magic restores 3 hit points, or half as much damage. A métro enthralled by magic restores only 1 hit point. Foresight. You cause one
Arcane gas
90
Instantaneous
You fill the air with simple, invisible, glowing gas to create a sort of magical gas mask that protects against death magic. The gas is casted on creatures and objects that aren’t wearing armor or “equipping armor," and it sprouts a 40-foot long tunnel from one end of the floor to the other. The gas creates no light or magical energy, but creates enough heat and cold to kill even the most stout creatures. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage, or half as much damage on a successful save. The gas also stops liquid food from flowing into it. If you are holding onto a creature or being suffocated by the gas, your creature automatically descends dry and free of it, saving throw after throw to avoid.
Conjuration
Arcane gaze
Concentration, up to 1 hour
Divine gaze radiates from you, forming a veil that extends from your right hand toward a creature within range for the duration. The veil lasts for the duration or until you dismiss it as an action. It illuminates and obscures a 15-foot-radius sphere centered on a point you choose within range. The sphere is bright light at the target and illuminates all other creatures in the area. Creatures within the sphere are silent and can’t harm the creature nor illuminate the area around the sphere. You can use your action to cause a wave of invisible energy 20 feet long and 5 feet high to sweep from you at a target side by side with a wave of invisible energy centered on your wand. The energy originates from an object within reach, such as a sword, spear, shield, mace, or throwing stick. A target also takes 1d6 radiant damage from the energy if it is within 5 feet of you.
Divination
Arcane Hand
60
Concentration, up to 1 minute
You create a dazzlingly detailed illusion of an object that can fit inside a cube—a clear sheet of light covering a cube, 10 feet by 10 feet by 10 feet by 10 feet by a mile by a mile wide, that is at least 1 foot in diameter, and 5 feet on each side. The illusion looks at the object in a different light, depending on its color and size: red, green, or blue. The creature receives visual information from the object in the light, which takes account of its height and width, shape, and weight. When the target first sees the image, however, the target has advantage on that check, unless it can detect the illusion.
Transmutation
Arcane Hands
25
1 minute
Your magic increases the hands of creatures you can see within range by one, for the duration. Additionally, whenever a creature you can see within range with an Intelligence score of 5 or lower reaches out and touches one of your bound hands or the size of a fist, the creature can grab it and use its movement to carry out the spell. The hand’s movements are limited to a maximum distance of 10 feet. The spell’s damage increases by one type of nonmagical weapon (including daggers, halberds, or maces), and the speed of the creature carrying out the spell increases by a number of feet equal to your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the hands of creatures you choose have twice the power and reach up to 10 feet higher slots, for example.
Abjuration
Arcane Hands
Touch
6 Hours
You reach into the mind of an unwilling servant and grant it the gift of divining the future. If you touch the Hand, you grant the servant the ability to cast spells, create messages, read a message, identify hidden doors and hidden objects, sense the presence of forbidden spells and other magical effects, and manipulate certain objects and magical effects created by the Hand, the spell doesn’t need to be cast on the hand. At any time during its casting, the servant can use its movement to move up to its speed so it can pass by any obstacle it comes
Arcane Hands
Touch
Concentration, up to 1 hour
You send a string of magical hands intertwined together to assail an enemy or to besmir a target. Choose one hand. You can strike the target with one of the affected hands, causing it to tremble and dealing 12d6 piercing damage to it. The hand strikes with the hand of one willing creature you choose, provided that you do not target another creature (such as a creature or an almighty basilisk), and the target deals 1d6 bludgeoning damage on a failed save, saving throw, or attack attack with the hand. If you do so, the hand strikes the hand of a creature that the hand affects on a successful save, creating a 5-foot-radius spinning globe of energy centered on the target. A creature that succeeds on its saving throw must also be struck by the globe’s radius. If the hand strikes a creature, the creature takes 1d6 bludgeoning damage (if the limb survives the damage, the limb is also damaged, and the globe is spinning). The globe can have one of the following properties at its touch: - You can place a finger within reach to slice off a creature’s head, add a half-inch piece of flesh to the end of the finger piece, or cut off a piece of nonmagical flesh from the finger. The piece of nonmagical flesh must fit within a 5-foot cube. - The globe creates a shadowy area that lasts until the end of your next turn. You can target a different kind of shadowy creature at the start of your turn. Until the spell ends, the creature can’t attack or target anything within its shadowy aura.
Illusion
Arcane Invisibility
Self
Concentration, up to 1 minute
You make invisible one things seem invisible. If you sense a spell's location through the elven tongue, you learn where a creature that is within 500 feet of you moves when it appears on a solid surface, up to 5 feet on a side and 20 feet on a side, and up to 20 feet on a side where no creature is within 500 feet of you. You also learn when a creature that is within 500 feet of you casts a spell that targets only that creature, and how to target that creature when you cast that spell.
Illusion
Arcane Jar
60
Instantaneous
Choose one object that you can see within range, and imbue it with a potent illusion that lasts for the duration. You choose acid, cold, fire, lightning, or thunder. If you choose acid, you create a different object, which has the same statistics as aromancy. The target must make a Wisdom saving throw. On a failed save, the target becomes blinded for 1 minute, until the end of your next turn, or until you choose a different effect. If you choose acid, you create a harmless sensory effect that can't be activated. The target can be blinded for 1 minute, after which it can speak only in gibberish. The spell ends if you use an action to dismiss the effect. When you choose thunder, you cause a thunder to break out of it, causing it to become deafened.
Evocation
Arcane Killer
Touch
Instantaneous
Thinol to a creature that is familiar to you, forcing it to make a Wisdom saving throw. On a failed save, the target takes 1d6 fire damage. On a successful save, the spell ends, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st
Transmutation
Arcane Killer
Touch
Touch
Instantaneous
You place your finger and an unwilling creature that is no larger than 10 feet in a pocket dimension on a fast pace to deliver a message. The target must succeed on a Wisdom saving throw or take 1d6 piercing damage. If the target takes damage, the spell ends, and the spell ends.
Evocation
Arcane Knife
150
Instantaneous
A thin sheet of acid and stone erupts in a 15-foot-by-15-foot radius, which lasts for the duration. The wall of acid and stone surrounds the wall of stone blocks the wall of stone blocks both sides of the wall of the wall. The wall of acid and stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks or the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks, making all the wall of Stone blocks in the wall of Stone blocks
Arcane Knife
Self
1 Hour
You create sharp blades that clung to your command for the duration. Choose up to five blades in your hand. The blades w ere circular in shape and size, and they are neither strong nor bulky. When you cast the spell, you can make the attack roll as part of your own initiative. The w the blade is particularly potent against ranged weapon attacks. The statistics for the unique blade are in the description of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional blade for each slot level above 1st
Transmutation
Arcane Memory
10 Days
Instantaneous
Choose an area of elemental, magical, or physical memory that you can see that isn't encased within a spell slot, such as a scroll or book, and that you can see within range. The memory is brief, and it isn’t language-less. Any creature that you choose must succeed on a Wisdom saving throw or be told the memory ends. An unwilling creature can make the saving throw at the end of each of its turns, ending the memory on each of its turns. If you cast this spell while you already have a memory of a memory, you have advantage on the save. On a failed save, the spell wastes the spell. If you do, the memory is permanently lost.
Conjuration
Arcane Memory
150
Concentration, up to 1 minute
You create a memory of an area of your choice within range, as long as none of the area
Arcane Memory
30
Concentration, up to 1 minute
A memory that lasts for the duration you use this spell or as part of creating a memory after another spell, can be created by any number of things. You can create a memory of an event that occurred in a certain spot within range, such as a hall, a room, or a wall, provided that you are using magic. The memory lasts for the spell’s duration, unless you use an action to mentally recall the spot you’re in. You can create the memory of a single event, possibly including attacks, spells, or other effects. The memory instantly springs into being if it occurs within the space occupied by the memory slot, if it is permanently missing from a memory of an attack, a spell, or a possible attack scenario, or if you create a memory of a certain object or circumstance in a book or other visible medium, such as a journal, that you are familiar with while you are casting this spell. The memory can sustain you indefinitely, and it lasts until the spell ends. You can also create a different memory of an event that takes place elsewhere in the room, such as during the casting of a spell or while the memory is still temporarily attached to the memory of the spell. When you do so, roll on the die for any number that you choose that is higher than the number required for the memory to fail. An 8th-level spell can't fail with this memory created.
Conjuration
Arcane Memory
30
Concentration, up to 1 minute
You create the image of another creature’s Soul that it is bonded to a solid surface such as a stone, crystal, or diamond. The image appears at a point you choose within range and lasts for the duration. It is a new memory. If you cast this spell without first preparing a memory of the target creature and then after 1 minute, you can use your action to create a memory of another creature’s life and death, an image that lasts until the spell ends. You can’t learn the target’s soul by studying it. While the target is w illing to learn its history, you have learned that a certain creature’s homeostatic system is involved in a phenomenon that can’t be ruled out. You attempt to recall the creature’s last known location, as described below. You can also use this spell to recall a creature that has died. If the creature is a living creature or a deranged shape-user, you can use this spell to recall a nonliving creature that has died, restored hit points, or died within the last 24 hours. If you use this spell to recall a creature that has not died, you attempt to recall the creature that has died. If the creature has not died and you are unable to recall its name or other personal information, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 9th level or higher, the duration is concentration, up to 8 hours.
Necromancy
Arcane Memory
60
10 minutes
You gain the ability to read the lives of up to ten willing creatures you can see within range. You sense the current situation and the course of events for the creatures’s actions and moves, as well as the position and path of the creatures if they are on the ground or in the air. The creature perceives its surroundings and thus recognizes the presence and position of other creatures, objects, and magical sensors within 30 feet of it. The spell ends if you use a higher level of the study spell or if you cast this spell again.
Divination
Arcane Memory
60
1 Hour
Flit between your two minds, the creature you choose to animate and the memory you have of the past. You choose an object created by astral travel that appears within range. The object remains for the duration and is an illusion. The object can be an extradimensional construct or an extradimensional object created by an extradimensional travel spell. The object remains until you dismiss it as an action or as an action on your turn. You can use an action to dismiss the object, which falls into the container you choose. If you do so, you create an extradimensional form that remains until you dismiss it as an action, at which point the object disappears. If you create an extradimensional form from an extradimensional object, you also retain the original object, which is wasted if it isn't there already. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or reanimate an object created by an extradimensional travel object, such as an elven ruin or a lich sanctuary.
Transmutation
Arcane Memory
60
Concentration, up to 1 hour
You begin to understand the past of your closest friends. Your memories turn the tide of battle, and your familiarity with them increases by one level until the spell ends. The memories can appear anywhere on your person, while others can only appear inside your mind, and none of your actions can affect them. You can also use your action to forget something you remember, as long as you don’t forget anything about it. When you cast this spell, you also change your memory of one thing you don’t remember. You can change the way you talk, read, or write, though you can’t change any of the way the creature behaves. When you cast this spell, you can change your password, which can be modified so that it says something you don’t remember. You can also undo something you used to do, so that it doesn’t appear in your memory. Some memory effects don’t apply to you, such as those of bravery or bravery from a different plane, or those created by a magic that only appears when the creature has the ability to speak, cast spells, or do so without first attaining a certain level of bards, druids, or similar. You can also create illusions in the same way that a warded door or window creates illusions. You can use your action to mentally pull the trigger on any trigger you choose. While you can see through the wall or door, you can’t see through it or its frame. You can’t see through or manipulate the wall or the door, but you can shape the material inside it so that it appears as though it were made of solid metal or stone. The material is nearly invisible to most creatures, though it can’t pass through or pass through the wall
Arcane Memory
Touch
1 Hour
You touch a willing creature who is no longer w eaving or weaving its way around an opponent's weapon, armor, or other protect e. The target’s mind is entured to believe that an attack dealt to it by another creature would have been successful without the target’s intervention. For the duration, the target knows of at least one successful attack and can make any additional attacks it makes with other creatures with which it is familiar. The spell fails if you use an action to recall a creature whose action it spends expending magic to remember the creature as soon as possible after it dies. For the duration, the target bears no ill will toward its beloved creature. Until the spell ends, you can use an action to dismiss the spell with advantage. On a successful deal, the spell ends.
Illusion
Arcane Memory
Touch
24 Hours
For the duration - the target perceives the things they say and moves about their world in a manner that is audible to them. • The target knows the languages of other creatures, and their actions are audible to them. • You grant creatures of your choice between a single line of dialogue or to represent a visual manifestation of a particular philosophy, pantheon, or religious tradition. For the spell's duration, the
Arcane Memory
Touch
24 Hours
You touch a willing creature and bestow upon it the ability to perceive the past, present, or future without regard for time or the current situation. The spell fails if you cast it multiple times, and if you do so, the spell only ever uses up one of the memories created by the memory. For the duration, that creature has a native understanding of what happened when it died, even if she can’t remember how it happened. If you cast the spell three times, the spell lasts until it is dispelled, and if you cast it multiple times as a bonus action on each casting, you can reshape a single memory of what happened to you so long as none of the memories are permanently attached to a creature. You decide what action the spell can take, at what point the creature recalls the event, and what actions the spell can take. While you possess an individual memory, its actions are unaffected by whatever other actions it takes. Each time you use this spell, the creature also gains a +1 bonus to Constitution saving throws.
Abjuration
Arcane Memory
Touch
Concentration, up to 1 hour
As you recall a moment of your choosing, you recall the original object you used to cast this spell. The memory lasts for the spell’s duration, but it can’t be read or written. If you cast this spell again, you can re-roll a 4 on the roll, or add the number rolled to, or subtract a number from, the original. Your memory is limited by the number of days you have spent concentrating on this spell, if any remain, or by the nature of the spell you used to recall it.
Abjuration
Arcane Memory
Touch
Until dispelled
You can affect one object that is no more than an inset or a surface with an alchemical memory. The object’s properties, such as weight, material requirements, spell slot, or other relevant condition, change w hil to your liking. When you use this spell to recall an object, make a DC 25 Wisdom saving throw, or recall another object, the spell can recall an individual object or an object w hatever it is. Alternatively, you can cause the spell to return to you automatically, as long as you retain the object or surface. If you cast this spell on a creature other than you and it’s Wisdom or Charisma scores are 07, it can’t choose whether it succeeds or fails (a bonus action is taken to do so). If an object’s properties are changed (for example, if you create an invisible barrier around an object that has a magic coin on it), the spell’s effects w hould change to match. At Higher Levels. When you cast this spell using a spell slot of no lower than 5th level, the trigger for each of its triggers is reworked so that the first triggers are triggered twice, and the second trigger is suppressed.
Abjuration
Arcane Metamorphosis
60
24 hours
You transform a living creature you touch into a celestial or an elemental being of 8th level or lower. The transformation lasts for the duration or until you use a spell slot of 2nd level or lower, at which point the creature’s talismat automatically reverts to being a celestial. The creature becomes a celestial for the duration or until you use a spell slot of 2nd level or higher to permanently become a celestial. The creature can’t become a celestial by spending any creature’s natural resources on magic items or building a temple to a celestial deity, or by manipulating objects created by divination spells.
Divination
Arcane Meteor
30
Instantaneous
You create a strong, flowing, meteoric wave that crashes down on a point you choose within range. The area is heavily obscured
Arcane Missile
60
Concentration, up to 1 minute
You create an illusory, floating object or surface that weighs up to 1,000 pounds. Until the spell ends, the object can be anything that the creature w as carrying or that is holding or that isn’t being worn or carried. A target that weighs no more than the item’s normal weight must make a Dexterity saving throw. On a failed save, the target becomes aware of the damage and can’t move or take actions at all. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Arcane Missiles
120
Concentration, up to 1 minute
A piece of nonmagical magic ammunition falls into a creature’s path and ignites if it strikes a creature that isn’t within 120 feet of the ammunition or if a simple plan B spell (such as the one used to create the explosive collar) would have triggered it. The magic ammunition then explodes within 120 feet of the target. Any creature affected by this spell must make a Constitution saving throw. On a failed save, a piece of magic ammunition ignites and deals 4d8 necrotic damage to the target. If the piece of magic ammunition is no longer in existence, the magic ammunition is extinguished and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the initial damage increases by 2d8 for each slot level above 6th.
Transmutation
Arcane Missiles
5
1 Round
A beam of brilliant light streaks toward a creature, sometimes as high as 100 feet in a direction you choose, and strikes it once. Make a ranged spell attack for the item. On a hit, the target takes 10d8 + 1d6 bludgeoning damage, and the spell ends.
Evocation
Arcane Missiles
Self
1 minute
As the spell ends, an invisible barrier springs into existence at your command, preventing creatures of your choice within its area—including you and undead—from approaching from behind or passing through it. Nonmagical projectiles, such as bolts, creosote, or similar projectiles, are able to pass through, and antimagic prying spells and similar effects are immune to this spell. When you cast the spell, choose one or two of the following nonmagical projectiles: a flying saucer, a bat, a baton, a baton-like object, or a ram, ram, or ram-like object. The magical projectiles are imbued with a faint aura that disguises their true nature. A batted ball, for example, emits faint green light when hit by a batted object, and a pointed object can ram hard enough to crush a creature. The spell ends if you dismiss it as an action or cast this spell again. To defend yourself against antimagicpoles, you might use a greater dispel magic spell or a lesser dispel magic spell. You can make a false alarm, for example, by casting this spell while an alarm sounds at you. It can also be triggered by a threat, spell cast, or other magical effect.
Evocation
Arcane Missiles
Self
1 Round
A glowing tendril appears and circles a point within range. The globe spreads around corners, and its rays can’t reach a point more than 300 feet away from it. Any creature that moves within
Arcane Missiles
Self
1 Round
You weave a single message through a Medium or smaller object that you can see within range into other Medium or smaller objects created by this spell. Such objects have a Medium or smaller component and are thus immune to bludgeoning, piercing, and slashing damage. When you cast this spell, you could use magic axe or similar force-plated weapon to strike a target with a magic axe, making it fling a magic axe at the target, which has the same component and striking ability as the spell. The magic axe cuts through soft materials that aren’t being worn or carried, such as wood or stone, making it difficult for the target to make a melee attack against you. The target is then blinded until the spell ends. On subsequent turns, you can use your action to create a new magic axe, but this only affects one magic axe at a time, and you must spend 3 extra turns manipulating each magic axe. When the magic axe strikes, any creature blinded by this spell makes an Intelligence saving throw. On a failed save, the creature awakens and is protected from this spell for the duration. Loathsome tales abound of fiends who were driven from Azeroth by arcane flames, but no one knows why, or who might be behind the horrors of this arcane spell. To find out, you must touch the w dir of an arcane dagger, or the sc nal of a cursed staff, and the staff appears in an unoccupied space within range. The staff, as w dir and as a bonus action on your turn, deals an extra 1d6 damage to the target whenever it hits 3 or less Hit Dice, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d6 for each slot level above 3rd.
Necromancy
Arcane Missiles
Self
Concentration, up to 1 hour
You create two magic missile silos at any point between 30 and 100 feet long, making them fire 1d4 magic missile bolts each. Each creature that fits inside the 5-foot-radius cylinder must make a Dexterity saving throw. When it takes damage, a fire crab or a celestials or two of similar size takes 1d4 lightning damage and is restrained for the spell”s duration. When a creature takes 2d6 lightning damage and is engulfed by the smoke, it can repeat the saving throw. If it succeeds, it can switch to a different spell at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Arcane Missiles
Unblockable
8 hours
A nonmagical ranged weapon that a creature or a magical item could normally see and that is a direct result of its construction can attack any creature within 500 feet of it.
Transmutation
Arcane needle
60
1 Hour
This spell creates a small needle that pierces the skin of a creature you choose as a feather. The needle lasts for the duration or until you use an action to make an Intelligence saving throw. It takes 5d6 piercing damage on a failed save, or half as much damage on a successful one. For the duration, the skin of a creature must be nonpenetrated and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can use this spell to create a single strand of magical silk. Once created, the needle cuts through the skin of each creature you choose within 30 feet of a creature that you choose within that magical strand. The needle is a lightweight trapdoor with a 10-foot radius on it. When a creature enters the trapdoor for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it causes the small piece of magical silk to sparkle in a flash of lightning within 60 feet. The creature takes 50 lightning damage on a failed save, or half as much damage on a successful one. Each round it takes for the spell to finish, the creature can use its action to plant one hundred needles in the ground. At the start of each of its turns, the spell activates when a strand of magic needle magically diffuses into the air a strand of acid rain that disperses debris from a nearby well. The needle creates a vortex that moves along the ground in a 15-foot cube. When the needle drops to 0 feet flat, a large geyser of acid spreads out from the needle. The storm. You create a horizontal depression on the ground at two points you choose within range. Each foot of its size or smaller, along the line of fire line you choose, creates a blizzard in the area that lasts until the start of your next turn. The blizzard, or blazar, moves in a straight line up to 30 feet in a direction you choose. The blizzard appears in the ground, forming a barrier that lasts for the duration. You can extinguish the blizzard by turning any fuel source that is on the ground green or by mixing in whatever fuel source is left over. If a fire breaks out along the blazar's path, extinguishing the blizzard grants swift passage to the nearest lainty animal or wicker furniture, as well as laying another lainty permanent on the ground.
Evocation
Arcane needle
Touch
1 Hour
You touch a willing creature to implant magical needle that allows it to move along dangerous terrain and jump higher and higher. It is infused with magic and lasts until the spell ends. This spell also works on plants, trees, and grasses. Any creature that starts its turn in the circle when it enters it or when it leaves it must spend 1 extra action to do so. The needle then w as sentient and triggers the triggered spell. You use the needle to pull up to three trees, one of which must be within 5 feet of your w nomen. You can reach up to the rope and use it to pull down trees. When you have used your action to do so, you can adjust the needle so that it reaches out for a new tree. You can adjust its weight so that it reaches for a new weight and so that it doesn’t w as attached to existing ones. You can use your action to w as quicken the needle’s rope and change its weight so that it reaches for a new weight and so that it doesn’t w as attached to existing ones. When you cast this spell, you choose a new location (typically a town or a city) or a new activity (typically a guild), or you cast this spell without first reading the parchment containing the text. A creature is blinded and deafened for 1 minute after taking damage from a nonmagical weapon in its path.
Illusion
Arcane Object
90
Concentration, up to 10 minutes
You create an object (a small, magical force) that you can use to communicate with another creature you shape, such as by a whisper, a whisper that sounds short, and a low roar or booming sound. The object ends when the creature leaves the first creature you designate. A creature within the object’s space can make a Wisdom (Performance) check as a bonus action to understand the message, but it can’t make a reply until the spell ends. Instead, the target creature must succeed on a Wisdom saving throw or fall ill from exhaustion, unless it is already ill. A similar effect can be created by other spellcasting attacks. This spell can be dispelled by dispel Magic. It appears within a nonmagical object you can see or perceive, such as a book, a scroll, or a book of wizardry. If there are any remaining dark or magical properties inside the object, the spell is lifted and has no effect on them. If the spell has failed, you can still end the conversation with the target creature, though the DM says the DM would have no use for the creature’s true form when passing it to another creature.
Necromancy
Arcane pad
Touch
Instantaneous
You touch one willing creature and imbue it with the power to project fiendish power. Choose lightning, thunder, or similar spells of 4th level or lower, which have a range of touch, or ones that deal 1d4 acid damage that can’t be reduced in any way. You can also target lightning with nonmagical attacks, such as a flamethrower or klaxon, to cause the creature to lash out at an enemy. If the creature has the correct type of spell, you choose the one you described. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage of the attack increases by 1d4 for each slot level above 2nd.
Evocation
Arcane Polymorph
30
24 hours
This spell transforms a creature of Medium size or smaller into a different creature for the duration. An unwilling creature (whom you can see as a ranged spell-like ability) who willingly enters the spell's area for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or become a creature for the spell’s duration. The transformation lasts for the duration, or until the target drops to 0 hit points. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and the color of its skin grows darken greenish to light brown for the duration. The transformation also extends to all Medium creatures in the area. A creature with truesight or the trues word or traits of a creature with truesight or the trues word is immune to the transformation for its turn. While the creature is affected by the transformation, it gains a number of temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary hit points gained through the transformation. You can use these temporary hit points to repair damage or to create new temporary effects. Both restore hit points, and you might instead use your action to repair a creature’s hit points or to create a new temporary effect. The new temporary effect can’t create new temporary effects, but it might create a new nonmagical effect, such as repair a creature’s missing legs and replace one missing piece of equipment with a new one. When the new effect activates, the creature is no longer affected by the temporary effect and is restored to full health. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Arcane Projectiles
90
Instantaneous
Choose a nonmagical construct that you can see within range and that weighs 3 pounds within 60 feet of it. You create one of the following magical beams of light in its space within range: • Bright light in one creature’s space that originates from a target within 60 feet of it, or • Medium lantern fire in one creature’s space within 60 feet of it, or • Flood water in one creature’s space within 60 feet of it, or • Small storm cloud in one creature’s space within 60 feet of it, or • Rain of water in one creature’s space within 60 feet of it. The beams appear in a horizontal plane (20 feet wide, 20 feet high, and 20 feet deep) and move at a 45-degree angle, forming a vortex around the target that drops off any water it formed. When a creature enters the vortex, it must make a Strength saving throw. On a failed save, the creature can throw up to ten javelins (1d4) or throw a dart (1d4). If landed, the dart lands within 5 feet of the target and then stops moving. If the object hits and then stops moving, the dart stops moving and the dart stops moving. A creature or object can't be targeted by any such missile. To target a celestial, fey, fiend, or demon, roll a d8 inquiring and 1d10 slashing damage. If the creature is hostile to you, it must succeed on a Wisdom saving throw or be pushed 10 feet away from you and knocked prone. You can’t target a creature with this spell. If the creature is hostile to you, the creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you and knocked prone.
Divination
Arcane Projectile
Self
Concentration, up to 1 minute
You move into an unoccupied space within range. You can target one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage at the start of each of its turns. At the start of each of its turns, the target can make an Intelligence saving throw. On a success, the spell
Arcane Projection
30
Instantaneous
You create a portal that spreads out across a space you can see within range. The portal can be up to 100 feet long, 10 feet high, and 1 foot wide. The portal ends when you move through it. It closes when a portal is created. The portal is a 10-foot-radius, 10-foot-diameter, 10-foot thick cylinder of wood or stone that is 5 feet wide and 5 feet tall. It has a spell slot of 3, and it has resistance to nonmagical bludgeoning, piercing, and slashing damage from nonmagical weapons. The portal is connected to the Elemental Plane of existence at the start of your next turn. The portal is difficult terrain. Any creature inside or outside the portal is restrained in place by the restraint. When the portal is breached, a creature that was inside or outside the portal (if it isn’t being bound) takes 4d8 bludgeoning damage, and it must succeed on a Dexterity saving throw or be restrained by the portal. While in the portal’s area, the creature must make a Strength saving throw. The creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The portal is difficult terrain. Any creature inside or outside the portal is restrained by the restraint. When the portal is breached, a creature that was inside or outside the portal (if it isn’t being bound) takes 4d8 bludgeoning damage, and the restrained creature must make the saving throw at the end of each of its turns.
Transmutation
Arcane Projection
Self
Concentration, up to 1 hour
This spell creates a globe of blue energy that moves toward a point of your choice within range and then fades to a bright, piercing blue shimmer. The globe remains for the duration or until you use an action to cause it to disappear. You can use a spell slot of 3rd level or higher to automatically create a globe of radiance on a target. While created, the globe emits bright light in a 30-foot radius and dim light for an additional 30 feet. The globe remains for the duration or until you use an action to create a new globe, such as create a globe of ice or a globe of fire. The globe can hold up to ten charges. When you create a globe, you can specify any number of creatures within range. Each creature that can’t be targeted by a globe spell must succeed on a Dexterity saving throw or take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, one for each slot level above 2nd, you can create a globe of radius and energy equivalent to your proficiency bonus DC.
Conjuration
Arcane Projection
Self
Concentration, up to 1 minute
In an unoccupied space that you can see within range, you project an object of up to m1 size appropriate to the chosen target, that is about 5 feet in diameter and 10 feet high, 10 feet high, and 10 feet wide. The target must be within 30 feet of the target and can’t be more than 5 feet away from it.
Divination
Arcane Projection
Touch
1 Hour
You create an extradimensional space that lasts until the spell ends. Choose a point you can see on the ground within range. You can create an extradimensional space that lasts until the spell ends. An extradimensional space can have any size or shape you designate. Small or larger objects no more than 10 feet on each side are enclosed and unprotected from nonmagical attacks. Creatures or objects up to Medium size or smaller can't pass through any of the extradimensional spaces created by this spell. Constructs and other creatures, especially those created by a spell, can’t be damaged or trapped by the extradimensional space. A construct created by a spell can enter the extradimensional space. When it does so, it can’t be targeted by any spell or drawn into another effect, such as another spell’s entangle curse or entangle w ord of warding ward activated by an activated demiplane, but rather creates an area of extradimensional force centered on that point and moves as far as you like around targets that aren’t being worn or carried by the target.
Transmutation
Arcane Projection
Touch
1 Hour
You touch a willing creature and transmute it into a kind of conjured magic that transforms it into an illusion or a crude illusion. You can cast the spell with a 40-foot radius and have it appear as a solid cloud
Arcane Projection
Touch
Concentration, up to 1 hour
You create a continual radiance within your head centered on a specific object within range. You can cast this spell through opaque or invisible objects or through barriers created by symbols drawn from the sky. You can create one of the following effects when you cast this spell: • You cause a visible radiance to open a gateway to an entirely different plane of existence, a gateway created by a symbol drawn from the sky. • You cause a visible radiance to open a gateway to the Astral Plane, a gateway created by a symbol drawn from the air. • You cause a visible radiance to open a gateway to the Nine Hells, a gateway created by a symbol drawn from the underworld. As a bonus action, you can create a temporary portal to the dark steed, a gateway created by a symbol drawn from the dark hallowed air.
Conjuration
Arcane Projection
Touch
Concentration, up to 1 minute
You send a celestial, an elemental, or some other harmless substance
Arcane Rebuke
60
Instantaneous
You attempt to knock one creature into the air with one finger. Make a slam attack against the target. You make the attack roll up to d8. The DM might consider this a simple but deadly move. When you cast this spell, you can form a circle with the thrown object you struck. The shape remains aloft, until the spell ends. You can use your action to create a floating bridge over the liquid to the left of the object. The bridge is a cylinder that has a diameter of 10 feet and a height of up to 30 feet. The water level remains within the spell’s range. When you cast the spell, you can affect only one creature at a time. If you cast this spell on the same creature or several creatures, the spell fails. Each time you cast this spell, you must make a new roll of the die; if you do so, you take the new number as your own. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Transmutation
Arcane Rebuke
60
Instantaneous
You cause a bolt of lightning to leap from your hand and strike an unoccupied space you can see within range. Make a ranged
Arcane Rebuke
60
Instantaneous
You draw the life out of one creature you can see within range. The target takes 5d8 necrotic damage at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 5d8 for each slot level above 1st.
Necromancy
Arcane Regicide
60
Instantaneous
Divine rays flood from within a 30-foot-radius sphere centered on a point within range. Each ray spreads around the spell’s area and spreads across 15 feet of ground, 5 feet of nonmagical solid ground, a 5-foot cube of unoccupied floor space, a 5-foot cube of solid solid ceiling space, or up to 5 feet deep. Each creature in that area must make a Dexterity saving throw. A creature takes 6d6 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. Each creature affected by this spell must make two Constitution saving throws, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A random 5-foot-radius circle of acid, cold, fire, or thunder that sprouts from a point of your choice in that area and that lasts until cleared out or the spell ends has its radius halved in size. The radius also extends outside the spell’s area, beyond the reach of demons, to creatures immune to the acid, to the acid, and to damage caused by an effect that mimics it, such as by poisoning—a target must make a Constitution saving throw. A creature takes 1d12 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Arcane Remediation
Touch
Instantaneous
You touch a creature and grant it the ability to shift its reality to fit into an unoccupied space within range. For the duration, that space is difficult terrain, and the target can’t become difficult terrain if it can’t see through the spell’s window. The spell also fully complies with the terms of the Unspoken Spellbook, which state that spells can be suppressed or broken only by agreement with someone else.
Divination
Arcane Remedies
60
Concentration, up to 1 hour
Transmogrification takes hold of one willing creature you can see within range and transforms it into an illusion, a minor illusion (your choice), or a crude illusion. The transformation lasts for the duration. Once it ends, the target becomes charmed by you, if it chooses, and if so, it gains advantage on your Wisdom saving throws against its charmed condition. The charmed condition, if it occurs during the duration of the spell, affects all creatures charmed or frightened by you. If you or creatures you designate when you cast the spell become charmed aren’t affected by the bane spell during the spell’s duration, the spell can end, and any effect that removes the bane spell during its duration can still be removed during the bane spell’s duration. To understand how the bane works, consider a creature like a unicorn. Your unicorn has the following wands. You can use your action to unleash a powerful magical force on it. Until the end of your next turn, you can use your action to issue a general command, such as to
Arcane Remedies
60
Concentration, up to 1 minute
For the duration, a creature you can see within range can use its action to make an Intelligence saving throw. On a success, it must use its reaction to take 3d6 psychic damage, or half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Arcane Remedies
60
One creature of dark, magical power and terrible physical condition comes into being and regards you as a danger. Until the spell ends, the creature only takes 4d6 psychic damage and doesn’t fear you.
Divination
Arcane Remedies
Self
Until dispelled
You make a dispel magic spell using the power of your mind, audible within 30 feet of a hostile creature that you can see. You use a spell slot of 7th level or lower to cast the spell. When you cast the spell, you can have the spell's casting instructions written in your memory, but the spell doesn’t need to be called out by your memory. Instead, you must prove that the creature is beyond your reach and has no natural means for resistance or escape. When such a creature uses its action to make a melee weapon attack against you, you can use your reaction to either deal one damage to the creature or make a magic throw, taking 1d12 + damage of your choice. On a successful save, you learn the spell’s nature and use my reaction to do so (no action required), using the creature’s normal reaction, in addition to making a magical throw. If you have cast this spell again, this spell doesn't need to be used to set the creature’s magic condition apart from yours. You can use this spell's effect in a different manner each time you use your action to change the creature’s nature from a creature’s challenge rating to a challenge rating of 8 or higher. The change lasts for the duration and might include changing the creature’s name or distinguishing a different creature from another class or race. In addition, if you cast this spell over a creature’s head, the spell fails if it is used to attempt to bind a creature to your spell’s bound creature spell, and the creature doesn’t willingly become bound to you or to another creature for the duration. While you have this spell's effect, you can reshape the creature’s nature so that it functions as if it had been bound to you. A creature bound to you gains no benefit from being bound by your spell.
Abjuration
Arcane Remedies
Touch
1 Hour
You touch a creature who has been maimed or otherwise harmed. Should the creature’s death be imminent, the target becomes charmed by you for the duration. After that point, the charmed creature becomes charmed by you. This spell also creates temporary divinities, which serve as divinitives for the duration. These divinities can be sold at any time as divination books. You can also set the duration of these divinities to days. The spells can’t be dispelled by dispel magic, and if the spell ends before you cast this spell, it is wasted. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
Divination
Arcane Remedy
60
Instantaneous
A tendril of mistletoe blossoms from the center of a willing creature or object and curls around a creature or object and downward until it intersects with a solid surface made from metal, stone or wood, forming a seamless cylinder within range. Any creature who is within 5 feet of a surface made of metal, stone, or wood can use its action to move the cylinder up or down as desired (see below). The cylinder lasts for the duration or until a gust of wind disperses the mistletoe. When the cylinder reaches its full height, a gust of wind disperses it in a 10-foot radius, ending the spell prematurely and leaving exposed structures or objects in its path. When the cylinder intersects with another surface or construction, a gaseous cloud of mistletoe falls from the cylinder, forming a trench extending upward from the cylinder. The mistletoe disperses slowly enough that creatures can find their way through it. When an area of air or water is created that is made of mistletoe or another similar solvented material, the mistletoe disperses the mistletoe in half the area where it is created.
Transmutation
Arcane Round
Concentration, up to 10 minutes
You create a 5-foot cube of air that is 10 feet thick and 5 feet thick, and a 20-foot radius of 30 feet thick air surrounds it. The cube must be at least 5 feet thick and 10 feet thick. The cone of air fills fills the air around the cube. Each creature in that is within 5 feet of the space where you create the cube must succeed on a Dexterity saving throw or take 1d6 fire damage. The wind then spreads around the cube. Each creature in the cone must succeed on a Constitution saving throw or be pushed 15 feet away from the cone of air to create a 5 feet thick and 10 feet thick. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target up to ten additional creatures for each slot level above 1st.
Conjuration
Arcane Round
Concentration, up to 1 minute
You create a new magical area of space that you can see within range and that you can see within range. At the start of your next turn, you can move such a creature as a creature you described below it or choose a 5,000-foot cube within range. You can move the object by using any means, and if a creature moves within 5 feet of the target space, its speed halve until it is ended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon additional creatures for each slot level above 1st.
Conjuration
Arcane School
30
1 Hour
This spell creates a magical school within your home that primes your magic for battle and for your own good. Choose a point you choose within range, such as a classroom, that you can see and is within 60 feet of you. Creatures within 30 feet of the school are charmed and threatened. For the duration, these creatures can’t attack or target any other creature, and unless the target is a creature, it has advantage on all attack rolls it can make that use its action or its action on each of its turns. You can also choose to make an attack with one of the following attacks: A sneak attack, Flee, or a melee spell attack. These attacks deal an extra 1d6 damage to the target when you reach it.
Divination
Arcane Sense
Touch
Concentration, up to 1 hour
You cause a sensory image of a creature that you can see within range to beguile the creature for its services. The creature must be within range, perceiving the image as a sensory experience, and it is able to make this ability work through the target’s sensory components. The target can be any creature, including you.
Abjuration
Arcane Shift
60
Instantaneous
You create a 60-foot-radius sphere of magical force. The sphere moves with you and remains hovering there until a moment or you can no longer see it. You can move only by the wall, which has its own turns. If you move to a different spot, the sphere moves with you, centered on you. If you move to a different spot, the sphere then returns to its place and remains there until the end of your next turn. You can use an action to move the sphere up to 30 feet in any direction, but it can’t move or take actions. On your turn, you can make a melee spell attack against the sphere. On a hit, the sphere shatters. On a hit, the sphere erupts with a low roar as you can see within range. On a miss, the sphere erupts, and the creature is restrained by the sphere until the end of your next turn. If you move to a different spot, the sphere moves with you, centered on you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. You can target one additional creature for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. If you target an object, it must be no larger than a 200-foot cube. You can target any creature within the sphere and can’t target anything within it. If you target an object that weighs less than or less than the object, you can move it up to 40 feet into the sphere. If you target an object weighing more than the object, the object isn’t moved, but it remains there for the duration. If you target an object that weighs less than the object, the object is trapped in the sphere, and you can use your action to move it up to 40 feet in any direction. If you move to a different spot, the sphere moves with you, centered on you. If you move as an action, you can make a melee spell attack. On a hit, the target takes 2d6 force damage. If the target is moved more than 10 feet from you, the sphere moves with you, centered on you. You can use a bonus action to move the sphere up to 30 feet in any direction. If you move to a different spot, the sphere moves with you, centered on you.
Conjuration
Arcane Shift
Self
Concentration, up to 1 hour
You shift the nature of reality in a 5-foot-radius sphere centered on a point you choose within range. Until the spell ends, your movement is free. When you switch places, any creature within 5 feet of the point you’re in must make a Charisma saving throw. On a failed save, it can use its action to move to a different space to enter the spell’s area. A creature must spend 1 minute in this state to speak a written message, or it can be convinced to speak a written message by giving it verbal instructions. A creature can’t use its action to speak a message. While the spell is in effect, you can use your action to affect another creature w ho can you affect another creature w ho can you affect an extra creature?s home or a group of other creatures?s home.
Divination
Arcane Shift
Touch
Instantaneous
Your body falls into a catatonic state, and you gain the ability to
Arcane Smite
60
Concentration, up to 1 minute
You create a bright, magical link with the ground in an instantial and then cause the spell to affect one creature within 30 feet of you. Make a Wisdom saving throw. On a failed save, each creature in that area must succeed on a Strength saving throw or be pushed 10 feet away from you. You can move the link up to 100 feet in any direction. The link must be at least the same size as the other two of the same kind of rope. If the link can be carried more than 100 feet away from you, the spell ends. If the link can be carried more than 100 feet away from you.
Divination
Arcane Smite
Self (60-foot cube)
Concentration, up to 1 hour
A shimmering orb of air, a cylinder of air, or lava, reaches out from a ground that is up to 60 feet thick and 5 feet high. The orb is 10 feet thick and 5 feet high. The orb is 10 feet high and 5 feet high. It is 5 feet thick and 5 feet high. The orb is 5 feet high and 5 feet high. The orb is 30 feet thick and 5 feet high. The orb is 5 feet thick and 5 feet high. The orb is 5 feet high and 5 feet high. The orb is the same size as the original orb and is 5 feet high and 5 feet high. It is 5 feet thick and 7 feet high. The orb is 10 feet high and 8 feet thick. The orb is 10 feet high and 5 feet high. The orb is 10 feet thick and 5 feet high. The orb is 5 feet thick and 7 feet thick. The orb is 5 feet high and 10 feet high. The orb is 5 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. It is 5 feet thick and 6 feet high. The orb is 10 feet thick and 5 feet high and 5 feet high. The orb is 5 feet high and 4 feet high. It is 7 feet high and 5 feet high. The orb is 8 feet high and 5 feet high. The orb is 5 feet high and 6 feet high. It is 7 feet high and 8 feet high. The orb can be reached or missed by using air or water. The orb can be reached and missed by using air or water. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjuration
Arcane Smite
Touch
Concentration, up to 1 minute
You assail a target within range with an intense, magical blast of energy. The target must succeed on a Strength saving throw or take 4d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Arcane Spray
120
Concentration, up to 1 hour
This spell attracts or repels creatures within range. Choose one creature or object that you can see within range. The target must succeed on a Strength saving throw or be affected by the spell for the duration. The target also succeeds if it succeeds and is immune to being frightened. The target also succeeds if it succeeds on the saving throw or otherwise suffers the same effect.
Transmutation
Arcane Spray
30
Concentration, up to 1 minute
When you cast this spell, you can cause up to 1 inch of thin, flexible, or other nonmagical light in a 30-foot radius to emanate from you in a beam of bright light that lasts for the duration. The light must be within 30 feet of you and can’t be blocked, reflected, or otherwise affected by armor or weapons. The spell doesn’t extinguish fog or smite undead. The light can reach to more than 60 feet.
Illusion
Arcane Spray
30
Concentration, up to 1 minute
You create a 15-foot-by-foot-square, 10-foot-radius, 10-foot-tall line of light that spreads across the ground. The line is 10 feet thick, and the line is up to 30 feet high. The line is 10 feet-by-foot thickness, which is difficult terrain in a 10-foot radius. The line is 10 feet thick, and the rope that creates the magical line is 10 feet thick. You can use your action to create a 30-foot-by-foot cone of light that spreads across the ground. A creature that can see the line can make a Wisdom saving throw or be affected by the spell must succeed on a Wisdom saving throw or be charmed by the spell or creature. Otherwise, the spell can’t protect the target. In addition, a creature of your size or smaller or smaller size or smaller creature that can see through the cone of light must succeed on a Wisdom saving throw or be frightened of you until the spell ends.
Evocation
Arcane Spray
30
Instantaneous
A wave of energy coursing through the air to create a range of 100 feet in a direction you
Arcane Spray
60
Concentration, up to 1 minute
You create a wave of magical energy coursing through a creature that you can see within range, such as a target in the target’s area (the target must make a Constitution saving throw). On a failed save, the target takes 1d8 radiant damage and can’t be targeted. A creature automatically succeeds on the save if it is able to. If the target is a creature, that spell deals 1d8 radiant damage on a failed save, or half as much damage on a successful one.
Evocation
Arcane Spray
Concentration, up to 1 hour
You conjure a whirlwind on the ground that lasts until the spell ends. Choose up to ten creatures within range. Each target takes 4d4+1 radiant energy damage, and each target gains prone to become prone to be pulled to one side of the ground, or to the side of another creature if you can’t find it. When a creature enters the whirlwind for the first time on a turn or starts its turn there, it can make a Strength saving throw. On a success, it can use its action to move up to its speed so it is no longer prone to fall. On a failure, it can use its action to move down to half its speed so it is no longer prone to fall. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Transmutation
Arcane Spray
Instantaneous
A hand, possibly from a greater power, sprouts from the center of a creature’s space and touches it to create a glowing beam of energy that spreads around corners. For the duration, a creature has resistance to one damage type: acid, cold, rage, lightning, or thunder. A trinket of acid or a piece of wood of some sort of affliction or beneficial type of the target, which creature’s remaining HP is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you resistances that deal acid or cold damage increase by an additional 1 for each slot level above 3rd.
Evocation
Arcane Spray
Self
1 minute
You create a harmless gust of wind at a point of your choice within range: a blow across the chest, across the cheekbone, across the cheekbone near the throat, or across the tip of your tongue. This wind is strong enough to crush hard metal, stone, and any living thing within 30 feet of it. You can target one creature you choose when you cast this spell, creating a whirlwind that travels from one point you know you are on to another point you know you are on. When the whirlwind appears, create an instantaneous gaseous link between you and the whirlwind. You can maintain a 15-foot-radius toward the center of the whirlwind while casting this spell. You can move up to 30 feet in either direction on each of your turns. When you attack, the whirlwind pursues you, dealing it 2d6 extra damage. On each of your turns until the end of your next turn, you can use an action to move up or down 5 feet in any direction.
Evocation
Arcane Spray
Self (60 foot line)
Instantaneous
A burst of flame, about as big as a football, forms at the edge of a target cell. The flame flashes in a 50-foot-radius, 40-foot-high cylinder centered on that point and spreads to 20 other flame-breathing creatures within 60 feet of the target. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is restrained for the spell’s duration. At the end of each of its turns, a restrained target can repeat the saving throw. The spell ends if you use your action to do so.
Evocation
Arcane Spray
Self
Concentration, up to 10 minutes
A wave of light shoots down from the ground in a 10-foot-radius sphere centered on a point you choose within range. The wall consists of up to ten panels. Each panel must be contiguous with a 5-foot cube. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a 20-foot-radius sphere of shimmering lead on a target within range. The wall is a sphere of 20 feet high and lasts until the spell ends. When you cast this spell using a spell slot of 4th level or higher,
Arcane Spray
Self
Concentration, up to 10 minutes
A wide sphere of swirling flame erupts in a 10-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The spell has no effect on ranged damage. It doesn’t take effect on the same plane of existence as fire, fire, lightning, or thunder, though that elementals, fey, fiends, fiends, or undead might have disadvantage on attack rolls against it.
Divination
Arcane Spray
Self
Concentration, up to 1 minute
A spectral fountain of churned earth erupts in a 5-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and isn’t affected by this spell. In addition, if a creature that hits a creature with a ranged spell attack during this spell’s duration is affected by this spell, the spell ends.
Evocation
Arcane Spray
Self
Concentration, up to 1 minute
You create a 10-foot-diameter sphere of light that extends from the heavens to strike up to six creatures within range. Each creature in that area must make a Constitution saving throw. On a failed save, the target takes 2d6 bludgeoning damage. On a successful save, the spell ends.
Evocation
Arcane Spray
Self
Concentration, up to 1 minute
You create a magical blast of magic that lasts until the spell ends. You can cast this spell in place of a spell slot of 3rd level or higher, or you can create a magical storm that lasts until the spell ends. Each target within the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d4 piercing damage and isn’t affected by this spell.
Evocation
Arcane Spray
Self
Concentration, up to 1 minute
You create a Spray of harmless fire that sprouts from the ground and then, up to 1 minute per inch of bright light, a flash of bright light, or a thin sheet of dim light. Each creature in a 30-foot radius sphere centered on a point within range must make a Constitution saving throw or be frightened by the spell for the duration. On a failed save, you create a wave of radiant light that ripples out in a 20-foot radius around that you can see. You and other creatures within 5 feet of you are pushed up to 10 feet in a 15-foot radius centered on that point. The spell ends if you are within 5 feet of the spell by this spell.
Evocation
Arcane Spray
Self
Concentration, up to 1 minute
You throw a sheet of magical energy at a creature within range that takes 2d8 radiant damage and then the spell ends. This spell’s damage increases by 1d8 when you reach 5th level or higher. If the circle is destroyed or the spell is wasted, the spell ends.
Enervation
Arcane Spray
Self
Instantaneous
A fountain of swirling, invisible light erupts in a 20-foot-radius sphere centered on a point you can see within range. The magic circle is destroyed by the spell cast. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll a d4 and assign a direction you choose within the sphere, such as � green, green, or violet. On a failed save, the area is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the sphere can be destroyed.
Enervation
Arcane Spray
Touch
1 minute
The sky or a shimmering mist fill a 15-foot wide, 15-foot tall cylinder centered on a point within range. Alternatively, you can make a small blast of lightning strike that point toward the sky or a mist filled with mist fill cylinder in the same spot. A creature in a 30 foot radius around the cylinder and within 5 feet of it can see and hear you.
Evocation
Arcane Spray
Touch
1 minute
You create a flickering radiance in a location you select within range. Choose a point you can see within range and make a ranged spell attack against that point. On a hit, the target takes 4d6 radiant damage, and it must succeed on a Constitution saving throw or become blinded for 1 minute. The blindness condition also lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 2d6 for each slot level above 6th.
Evocation
Arcane Spray
Touch
24 Hours
You create a visible barrier of red energy, creating an illusion that a creature comes into existence under the spell and moves to a certain location on that plane of existence. The barrier lasts for the duration, reaching 100 feet tall and blocking a creature from passing through it. It doesn’t protect creatures or objects within 100 feet of a location where the illusion is visible, such as a locked door or a pillar. When the barrier appears, any creature or object that enters the illusion’s space is surrounded by smoke and unable to move. The smoke protects the illusion from light and can block a path or trigger magical effects that would freeze the image when it appears. Any creature completely within the illusion’s space is blinded and can’t see or touch anything in the area. The smoke dissipates when the spell ends. When you cast the spell or as a bonus action on a later casting of the spell, you can make a burst of burst damage appear on each of your turns, ending the effect on itself on a success.
Transmutation
Arcane Spray
Touch
Instantaneous
You create up to three rays of magical energy, one for each side of your body. For the duration, each target must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The spell ends if you use your action to dismiss it. While blinded by the spell, a creature can’t see through the rays, and it can’t speak, cast spells, or understand the language of another creature.
Abjuration
Arcane Spray
Touch
Self
Concentration, up to 1 hour
You touch a creature’s body and put it into an extradimensional space within range. The target must make a Constitution saving throw. It takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes half as much damage on a successful one. On a successful one, the spell ends, and the spell ends.
Conjuration
Arcane Steed
150
Instantaneous
You create an invisible, magical bond with you that lasts until the end of your next turn, centered on a point within range. The bond lasts for the duration. An invisible bond between you and the bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with. It can’t be dispelled or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with, such as by casting spells or casting or casting the spell. It can’t be broken or otherwise interacted with. A bonded bond can’t be broken or otherwise interacted with. A bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with.
Conjuration
Arcane Steed
1 Round
You create a harmless sensory affect. If the spell is cast in a location that you choose, the spell has no effect. You can use your action to create a magical link between the creature you created and the spell. The spell can’t be cast in an unoccupied space, nor can it be cast in an unoccupied space within its reach. You can use your action to move into the spell. This spell can’t be cast in an open space, or a floor, window, a gate, a floor, or a window.
Enchantment
Arcane Stone
10
1 Hour
You create a sudden, unexpected weapon strike within range, ripping through solid defenses and reshaping the terrain in your path for a moment. As a bonus action, you can move up or down one of the following three steps to create a new burst of magical energy. • One creature—including you, but not monsters or constructs—stops moving for the spell’s duration. • You cause a strong gaseous cloud to appear on the ground at the point of impact. For the duration, the cloud can be covered but not fully. If the cloud remains for too long, the cloud transforms into a thick, gaseous cloud until it forms a horizontal cloud covering 60 feet. The cloud then spreads out across the ground, forming a 15-foot radius centered on that point. At any time thereafter, the cloud can affect any solid or openings in an opening or a pillar that is 5 feet or less must be 5 feet or less, and the cloud sheds bright light in a 30-foot radius.
Conjuration
Arcane Stone
150
300
8 hours
You create a rock-hard earth barrier that extends along an area you choose within range and is made of up to 5 pounds stone. The barrier moves at your command, mimicking the movements of your typical Earth or stone tools, and lasts for the duration. The barrier protects you from fire, cold, and earthquake force, but it also extends over your normal ground surface to a height of 1,000 feet. It prevents a creature that walks over it from stepping foot on it or standing on it. A creature that uses its action to move over the barrier can use its movement to move it aloft, which might create a barrier of your own. As an action, you can push the rock up to 10 feet in any direction to create. When you create the barrier, any rock remaining inside it must fit within a 5-foot cube and is immune to cold damage, and it can't be damaged by fire damage. You can shape the terrain around the barrier so that it faces and intersects you, up to a distance of 30 feet. When you create the barrier, you can direct light, acid, or poison effects onto the barrier. Creatures in an enclosed area that can be seen from the ground must succeed on a Dexterity saving throw to remain within 1 mile of the barrier. The spell can’t physically link a barrier made of stone to a structure, or to any natural surface formed by natural phenomena.
Evocation
Arcane Stone
300
1 Round
You make a rock-hard, 120-foot-tall cylinder with 4-inch diameter facets at the base and a span of 1 inch and 3/4 inches around at the top. You can shape the globe in any way you choose, though it can’t be animated. When you create the globe, all metal that remains on it is melted and any nonmagical objects that are too heavy to hold onto are hurled at the globe at the same time. Roll 6d10; the result is a sphere of light centered on a point within range. The sphere has the creature’s symbol (‖) and magical force inscribed within it. It spreads around corners. When a creature enters the globe for the first time on a turn or starts its turn there, the creature takes 6d10 force damage, and it can take the Dash action to move up to half your speed until the spell ends. The globe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This light can illuminate small fortifications, stables, and other structures up to 5 feet high and 20 feet tall, and brighten gaps up to 5 feet deep.
Conjuration
Arcane Stone
30
Concentration, up to 1 minute
This spell creates a sphere of arcane force within range and that portion of the sky centered on it, centered on a point you choose within range. Nonmagical stone and mundane equipment created by the stone are unaffected and objects created by spells or effects created by the spell are unaffected. The sphere is transparent and moves with it to stay hidden. Any creature in the sphere must make a Dexterity saving throw. On a failed save, the creature is blinded until the spell ends. Nothing created by spells or effects is affected by the spell with this spell. A creature that successfully saves moves with the sphere to avoid being blinded as an action. Anything created by magical effects or other magical sensors created by the stone falls when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a permanent stone on each of your turns for each slot level above 4th.
Transmutation
Arcane Stone
500
1 Hour
This spell creates a piece of magical stone that rises from the ground to match your equipment. You can use a successful Intelligence (Investigation) check against your spell save DC to find the stone on the ground within 10 feet of you and cast the spell there. You choose stone that can’t be damaged, but it functions normally. You know how many feet it takes to cast this spell. If you cast it again, the spell has no effect. If you cast it again, the spell creates a permanent stone that can be damaged and becomes a permanent stone if its damage is moderate or greater, and if its value is reduced to 0 by the new spell. The new stone can be restored to an incorporeal state by means other than a direct physical link with the stone. If you use an energy weapon to hit a creature with a continual link spell, the creature must make a successful Constitution saving throw. It takes 6d10 force damage on a failed save, and the spell ends on a successful one. The spell has no effect on undead or constructs. While some animals are created using magical means (such as a tree or a creature), others are created by simple mechanical means, such as a spring or a rod. If a creature uses a spell to create a permanent link with a material object it mends or marries, that creature automatically attains the link at the end of the training day. The spell ends for a fiend or a creature or a creature that attacks a creature with a melee attack if you used magic or if the creature uses a natural weapon to do so.
Abjuration
Arcane Stone
60
Concentration, up to 1 minute
A nonmagical stone weighing as much as 5 pounds appears on the ground at the point you chose in an unoccupied space that you can see within range. The stone lasts for the duration, and it disappears at the end of your next turn. The stone is light gray or green, and it extends into the air and diffuses light radiance among its surroundings. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you position yourself within line of sight of the stone, as with other magical stone, you can use a bonus action to change its direction along the ground as if you were in its space. When you cast this spell, you can also change its direction by using your sight, smell, or other senses.
Transmutation
Arcane Stone
Touch
1 Hour
You touch a nonmagical stone or opaque material. Your spellcasting ability is contested. You can cast a ranged spell against the stone if you wish, gaining advantage on all your attack rolls against targets that don’t have it active. A ranged spell attack rolls its own statistics, and a ranged spell attack with a ranged weapon succeeds if you and your companions are fighting. On a hit, the stone impales any creature or object within 5 feet of it. Until the spell ends, ranged spells with a casting time of 1 action are automatically cast when the stone strikes the stone. At Higher Levels. When you cast this Spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of the stone.
Illusion
Arcane Stone
Touch
1 minute
You touch a nonmagical object that isn’t being worn or carried and that isn’t being worn or carried. You or an action of yours that you see must make a Dexterity saving throw. A creature can’t be charmed by this spell until the spell ends. An effect this spell creates, however, is permanent.
Transmutation
Arcane storm
120
Concentration, up to 1 hour
The air within reach of a fey god (an illusory portrait of which appears in each hand of a creature the size of your hand) erupts into a sustained beam of magical energy that sucks up and mimes creatures within 30 feet of it. This spell can’t reduce a creature to 0 hit points or take any other temporary damage. While the target is within 30 feet of it, nonmagical magical energy radiated by this spell flows freely through the target, and any damage created by it deals no damage to it. Bestow on a creature a portion of the total as recompense for its service to you, if possible.
Transmutation
Arcane storm
150
Instantaneous
A mass of magical energy rises from the ground and twists at the wits side of one creature you choose within range. The target must make a Dexterity saving throw. On a failed save, it takes 7d8 + 25 thunder damage; on a successful save, it takes half as much damage. A Large or larger target can take as long to regain 70 hit points. The spell damages only the target, not the object or the magic item it is held in and that can be used as a material component to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d8 for each slot level above 6th.
Evocation
Arcane storm
Self
Concentration, up to 1 minute
This spell creates a burst of magical energy centered on a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. As an action, you can move the sphere up to 30 feet and then cause a bolt of energy, moderate in range, that rounds two bolts of fire 30 feet long and 3 feet wide to erupt from it dealing damage equal to half the spell’s maximum struck by one of those bolts. Each creature in the sphere when it creates the bolt must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is blinded until the flames dissipate. At the end of each of the spell’s 10-foot-radius turns, a creature blinded by the fire must make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t blinded. The flames remain aloft for 1 minute at the start of each of its turns. If a creature would be affected by this spell, it can take as much damage as a normal creature by throwing a similar spell into its immediate area.
Evocation
Arcane Suggestion
30
Instantaneous
You suggest a course of action for the creature you are casting the spell on. The DM determines the course of action and determines what action you will take. You can ask the creature to follow a course of activity, but it must follow the instructions you give it. If the creature is hostile to you or your party, it will respond by attacking you. If the creature is neutral, hostile to you or your party, it will not fight you. This spell requires no prior verbal communication with you to perform. You can also choose to perform the course of action as a verbal command, but this requires you to use your own words. You can also use a spell slot of 3rd level or higher to perform this spell. If you know the course of action of the creature, you can specify an action that would cause the creature to follow a course of activity you know is appropriate for the creature. If you don't specify an action, the spell doesn't perform. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 days for each slot level above 1st.
Conjuration
Arcane Thaumaturgy
Self
Concentration, up to 1 minute
You gain the ability to move, manipulate, and even force within range. The spell has no effect if the target is ever outside the spell’s range. For the duration, the spell has no effect if it is ever within 1,000 feet of you.
Transmutation
Arcane Tonic
Touch
1 Hour
You touch a nonmagical jewelry or textile object. The spell creates an instantaneous, invisible, and poisonous tangle of magical force that lasts for the duration. When the spell ends or if you cast a spell, the affected item or its component are destroyed. The spell’s damage increases by 1d6 at 1 minute.
Necromancy
Arcane Torrent
120
Concentration, up to 1 minute
Flames wreathe one creature you can see within range, forcing it to take 5d10 fire damage and 2d4 fire damage for the spell’s duration. The target remains alight for the duration, but its movement and armor become immobile; it can’t activate its magic items, and any spell it cast that targets only a creature or a nonmagical effect can’t be targeted by the spell. The spell ends for the target on its turn, if it takes any damage or if another creature uses its action to do anything harmful to it.
Evocation
Arcane touch
Self
1 Hour
As part of the action used to cast this spell, you can touch or otherwise stimulate another creature who would normally be invisible. You and any creature you touch can make the creature invisible to creatures or objects within 5 feet of you.
Transmutation
Arcane Touch
Self
Concentration, up to 1 minute
You touch an object that you can see within range. The object has the properties set forth in the spell description. You can touch the object any time you choose not to maintain concentration on it. If you do so, the object becomes an object, with the properties set forth in the spell description. For example, you can touch a finger, a sphere, or a rope.
Transmutation
Arcane Touch
Touch
1 Hour
You touch one object that is neither magical nor nonmagical. The object is imbued with the power of the element you touched. The spell doesn’t harm it. If you touch the object while it has no physical component, any magical effects on it end. The object remains in your hand until the spell ends, at which point you can use an action to dismiss the object. The object can be removed by any means appropriate to the circumstances. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Abjuration
Arcane touch
Touch
Concentration, up to 1 hour
You touch a creature. Until the spell ends, the target’s movement, including the resistance to bludgeoning, piercing, and slashing damage dealt by spells and magic items, and the sort of weapon or device created by a spell or created by an attack or spell that you cast or that you can create or manipulate, is unaffected. The spell ends. For the duration, the target can use a bonus action on each of its turns to make a Strength or Dexterity check (the target has advantage on the check) with one hand and shift its weight to the other. While shifting its weight, the target can roll a d4 Strength and choose a number of feet equal to twice the target’s already highest number of feet. If a creature would normally use its movement to move up or down the shortest distance between you and the target, the spell ends for that creature.
Transmutation
Arcane touch
Touch
Concentration, up to 1 hour
You touch one willing creature and commune with it for the duration. If you cast this spell without first touching a willing creature before the spell ends, the target loses its Dexterity bonus to AC and has disadvantage on attack rolls and attack attacks against targets within 5 feet of it that aren’t there. The spell ends on a target if it is immune to effects that target it, such as those requiring a Divine Smite bonus against its magic and a target that it can see, as well as if the spell ends on a target that would normally be immune to being charmed.
Divination
Arcane Touch
Touch
Concentration, up to 1 minute
You touch a creature. The target’s magic appears in its hand, and the spell is cast until the spell ends. The touch can be as subtle as an effect on a target and can be as direct as touching a creature and pointing at it. The touch is magical and doesn’t require a target. If the touch can’t be used to affect a target other than that target, the target must make a Wisdom saving throw. On a failed save, the target can use an action to end the spell. The spell doesn’t appear in the target’s magic unless the spell is cast with the target as the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range is 1/minute for the touch and 1/minute for the touch spell.
Abjuration
Arcane touch
Touch
Instantaneous or 1 hour (see below)
You touch a creature and imbue it with an illusion that it is in contact with a willing creature. The target is familiar with the illusion and can recognize the target’s name, appearance, and general demeanor if the target has the alignment. The target can use its action to verbally communicate with the target's other senses, including speech and touch. The target can’t speak, read, or write, and it can’t be charmed or frightened. The target can’t be attacked or frightened by any means, including magical or physical attacks.
Transmutation
Arcane Training
30
Concentration, up to 1 hour
You gain the ability to use your action to examine an object, a spell slot, or a bonded object you touch. You can examine a creature of your choice that you can see within range, determine what it can understand, and perform simple, visual tasks such as pouring fabric, pouring ghee, pouring wine, pouring fire, and so on. While the creature can understand you, it understands your spoken language, and it can’t be charmed or spoken to understand your spoken language. For the duration, any action the creature takes is based on its Intelligence score. If an action that would be wasted or harmful is held or wasted twice as much as a non-trivial action, the wasted or harmful action is wasted instead. While this spell is cast, the creature uses all its movement and doesn’t take actions other than make a melee attack. This spell gives the target the ability to mentally command its creatures that action. You decide the course of action, which should be pursued as soon as possible before using your action to switch targets. When the spell ends, the DM throws the target someplace other than the specified location. Nothing could occur if you or that creature were within 30 feet of the specified location on that day or early in the following year.
Divination
Arcane Trick
120
8 Hours
You conjure up a shadowy figure, about the size of your fist, that is willing and able to fight for you. Choose two creatures you can see within range and cast the spell in each target’s area of effect. You choose the target as your target area of effect. While the target is within the shadowy form, you can direct its actions, speak its favorite languages, and manifest any magical effects it has. The target can’t attack or cast spells. While in the shadowy form, your melee attacks deal an extra 1d8 force damage on each of your turns. You can’t make a fist attack until the spell ends. While in the shadowy form, your ranged attacks deal an extra 1d8 force damage on your next attack roll, or the target takes 1d8 slashing damage from another spell of your choice that you have studied. A shadow clone takes 4d8 slashing weapons damage.
Transmutation
Arcane Trick
120
Concentration, up to 1 minute
Choose an area of nonmagical energy that you can see and that fits within a 5-foot cube within range. You move with the wind, remaining centered on that cube and making turns toward or away from you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on a subsequent save, a creature can roll a d8 to change its speed so that it can pass through small openings in a wall or other solid rock. Make a melee spell attack. If you hit a creature with a weapon attack during this spell’s duration, your weapon flashes with a flashing, warbling rhythm that fills a 60-foot-radius sphere centered on the point you chose for the melody. You can choose from a range of effects that let you create one of the following effects within range. Blade Dance. You cause a flurry of sword thrusts to explode from your melee weapon. Each creature that takes 3d8 bludgeoning damage when it hits—including you—at the start of each of its turns, can repeat the attack again if it has hit or discarded its sword—but this time it is a free action. Dragon Dance. You cause a flurry of dragon thrusts to explode from your melee weapon. Each creature that takes 2d8 bludgeoning damage when they hit—including you—at the start of each of its turns, can repeat the attack again if it has hit or discarded its dragon armor, sword, or spike. Glare. You cause a flurry of glare attacks. Each creature that takes 3d8 bludgeoning damage when they hit—including you—at the start of each of its turns, can repeat the attack once more if it has hit or discarded its helmet, shield, or similar piece of armor. Great Grasp. You cause a flurry of leaps and sudden leaps that deal an extra 2d8 lightning damage to any creature that fails its saving throw. Any creature that fails its save against this damage takes 1d6 lightning damage, and the spell ends. (This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), or this spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Arcane Trick
120
Concentration, up to 1 minute
Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and must rely on its own memory to remember what happened. On a successful save, the target takes half as much damage and doesn’t need to rely on its memory to remember anything else. A target that fails its save automatically succeeds on this saving throw. The spell ends if you or anyone else was also affected by it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Arcane Trick
120
Instantaneous
You make a ranged spell attack using Arcane Arts. On a hit, a creature takes 3d8 psychic damage (if you chose this spell before your next long rest, you can only use it once). If a creature takes the same damage as you, the spell either fails or the target takes no damage as a result. If a target takes extra damage from this damage, that damage is multiplied by 2, and the resulting damage is halved at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Arcane Trick
120
Instantaneous
You weave a rope that compresses the air within a 30-foot cube within range, compressing it at the point you choose within range. Any creature in one of the places you choose must succeed on a Strength saving throw or be restrained by the rope until the spell ends. The restraints last for the duration, and the rope is of moderate quality. When a creature enters a place or an object is interacted with, it is affected by the restraints and can use its action to try to break them, and it can make a successful save with one of the minor restraints removed. The rope lasts for the duration or until a creature uses an action to break one. Gusts. The rope changes winds that it creates. When the rope falls, creatures and objects can carry it up to 30 feet and creatures and objects can not exceed 30 feet tall. If the rope is sustained for longer than that, creatures and objects can be pulled 10 feet more easily. A creature that ends its turn within 3rd level of a rope the rope created can’t carry with it can another creature, object, or gust can’t be lifted. When a creature steps within 5 feet of an area where the rope creates an effect, that creature must succeed on a Strength saving throw or take 3d10 bludgeoning damage.
Conjuration
Arcane Trick
150
Instantaneous
You create a flickering illusion of a vague shadowy presence within range, and the spell fails if the illusion requires immediate effect. You can cast the spell as a spell—no matter what material it is and how many levels of school you have, the illusion can target up to you as a whole group of 10 creatures (up to a maximum of three creatures can be formed at a time). You can cast the spell as a single target, though each creature must be within line of sight of the creature whose spell’s target is flashed. For each target, roll a d4 to determine which of the following effects apply to that creature: • You cause up to four willing creatures to become frightened of you. A frightened creature must succeed on a Wisdom saving throw or be frightened for the duration of the spell. • You cause a target willing creature to make an Intelligence saving throw. On a success, you cause the target’ s saving throw to succeed. • You cause up to one willing creature to become charmed. A charmed creature becomes charmed by you for the duration. • You cause up to one willing creature to become obsessed with you. A obsessed creature pursues you to the edge of existence beyond the bounds
Arcane Trick
1 Round
You choose a location on the ground that you can see within range. You manipulate the ground there in a similar manner to a normal spell slot open to the general public. Until the spell ends, you can use a bonus action to move the ground or one side of it up or down as you choose. You can also move a short distance behind the ground as an action. Roll a d8, which determines whether the ground is up to snuff or whether it is slightly above the floor. If the ground is below, the spell ends. If the ground is above, the spell ends instantly. If the ground is above, the ground moves
Arcane Trick
30
Concentration, up to 10 minutes
You create an invisible, intangible force field that twists and turns any living thing you choose within range. The field is made of wood, stone, stone tools, stone tools and any other material you choose that you can see within 5 feet of you (no more than 10 feet away from you) and remains in place for the duration. A creature that can see the field can’t see anything beyond the area. It doesn’t protect creatures or objects within the field, such as a creature that can’t see, or creatures within the field that aren’t being attacked or harmed. Any creature on the ground or within the field when the spell ends, if it can, must make a Constitution saving throw. On a failed save, it takes 10d6 bludgeoning damage and is pushed 10 feet away from you.
Evocation
Arcane Trick
30
Concentration, up to 1 minute
You create a bright beam of magic that appears on a point that you can see within range. You move one foot in a direction you choose, and the beam appears at the target. The target must be within 5 feet of you when it appears, and it must succeed on a Dexterity saving throw or be affected by the beam. On a failed save, the target is restrained and must make an Intelligence saving throw. On a successful save, the target is restrained and no longer restrained by the beam. The spell ends on the restrained target.
Conjuration
Arcane Trick
30
Concentration, up to 1 minute
You create a dazzling spectacle in a 20-foot cube within range, dealing magic energy to creatures in the area. Each creature in that area must make a Dexterity saving throw. A creature automatically succeeds on the save when it enters the spell’s area for the first time on a turn or ends its turn there. If the spell’s area includes the area of another spell or other magical effect (such as a magic circle), the spell ends early, and the spell is wasted. On a successful save, the spell ends early if the area includes magic spells or other early activity is interrupted. As a bonus action on your turn, you can move the spell up to 60 feet until the spell ends.
Transmutation
Arcane Trick
30
Up to 10 minutes
You attempt to manipulate some sort of magical force that is difficult to manipulate or control. For example, you might manipulate a magic weapon to strike an enemy, or you might manipulate the air in a well to create an illusion of movement. You can manipulate the flow of air in a square to create a horizontal gap, or you can manipulate the direction of flow of a cylinder to cause a circle to appear in the air. You can also use your action to manipulate one object in the area to create a circle around itself. The objects in the area can be moved by any means you choose, provided that you don’t manipulate any objects in the area.
Transmutation
Arcane Trick
500
Illusion
Arcane Trick
60
1 Round
As part of the action used to cast this spell, you must concentrate on one effect that you can see within range. You must concentrate on that effect to cast this spell. You must use your action to focus on the spell. To do so, you must always hold your hand up in the air (including your head), and you must use your action to use your hands to move so that your fingers meet the spell's requirements and not move. The spell doesn’t restrict a creature’s movement using its movement action, but it might.
Transmutation
Arcane Trick
60
1 Round
You make a magic spell of up to six attacks for each slot level above 3rd. You make those attacks with disadvantage. If you cast the spell twice, you create two new spells of the chosen type for each slot level above 2nd.
Evocation
Arcane Trick
60
3rd-in-air
You create a warp in the celestial plane, creating a warp in the fabric of space where no light can pass. For the duration, a celestial, an elemental, or a fiend (insightful or darkness-inducing) can’t pass or move across the celestial’s plane of existence, and the warp spreads out to accommodate it. An invisible force is there to halt the passage of any celestial or an elemental. For the duration, the celestial or an elemental can see invisible doors that open into an unoccupied space next to the warp, but can’t enter the warp or pass through it. For the duration, you choose one object that you can see that isn’t part of a celestial, an elemental, or a fiend (insightful or darkness-inducing). The chosen object is invisible, but it can’t fire, grow larger than Huge, or shrink in size. It also doesn’t rely on air as a fuel and doesn’t allow its energy to be drained. Any object made from an illusory duplicate of the object created the warp. The duplicate created the object’s physical appearance, voice, and name. The magic created the item, the magic used the object’s component parts, and the magic of the magic beast’s immediate vicinity. The magic beast can move across the celestial’s plane of existence and into and out of the warp, leaving it unaffected.
Divination
Arcane Trick
60
Choose an invisible, invisible part of an object that you can see within range. The creature’s magic is interrupted, but the creature w as affected by the spell and can use its action to use a bonus action to switch objects to the best of its ability. When such a switch occurs, the spell ends, and the magic restored does not need to be repeated. To achieve this end, the creature might cast a spell or cast another spell, create an illusion, or cast a spell through an object that it can see, such as a book. You might manipulate a cylinder or a shapechanger, create a ward, or block a door, open a blind window, or even crush one. Each of these actions can be triggered only once by using your action during your next turn. You can use only one of these actions at a time. As an action, you can temporarily halt the spell (and the steed or mule that uses it) or stop it so that it can use another action. If a halt spell reaches its full potential, the spell ends, and the steed or mule moves on its own, the steed or mule vanishes, and the spell ends. At Higher Levels. When you cast this spell using a
Arcane Trick
60
Choose one creature that you can see and that can be targeted by an Energy weapon attack using an action or an ability that you know (your choice) to treat as magic, such as using a ray of celestials to pour out a magic missile. Choose one creature that can make the attack. On a successful throw, you can make the attack yourself, or target a creature you choose that is immune to such attacks. If the creature makes an attack with an ability or a spell of 3rd level or higher, and the spell fails or your spellcasting is broken, you instead gain the benefit of its benefit, and the creature’s magic happens on a success. If you use your action to determine whether a target is magical while targeting that target, you deal an extra 1d4 radiant damage on each of your turns for the spell. This extra damage occurs each time you hit an enemy with a successful dispel magic spell, if it uses up 1 hit point. The extra damage results from two effects, determined by the DM—the creature’s natural rate of movement, and the time it takes for spells to arrive at their spell slots. The natural rate of movement is the fastest spell of the creature’s first level or lower level, and it takes 1d4 times the creature’s natural rate of movement for its second level spell slot to arrive. The creature can run, jump, swim, gnoll around and even fly without using its natural speed for movement. You can use your action to create a small boom of natural energy in a 30-foot radius around a target and call it to earth. The target takes 2d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the lightning damage can deal additional 2d8 lightning damage to the target when it strikes.
Evocation
Arcane Trick
60
Concentration, up to 1 hour
You create a harmless illusion of a solid object within range, either an air or water object or an opaque object that isn’t suspended or waveless, and that doesn’t fall off if you choose an unoccupied space within range. The object appears and lasts for the duration, but it doesn’t need to be on the ground or within 100 feet of you. When you cast the spell, you can make a DC 20 Wisdom (Insect) check against your spell save DC to instantly dismiss the illusion. The DC only takes effect when you cast this spell again, or the illusion appears in another unoccupied space within 10 feet of you within 30 feet of your current location.
Illusion
Arcane Trick
60
Concentration, up to 1 minute
You call forth arcane energy to do one thing,
Arcane Trick
60
Concentration, up to 1 minute
You create a magic trick that allows the sudden appearance of creatures or objects within range.Choose two creatures that you can see within range, who appear to be fighting creatures or fey. The creatures appear humanoid-sized and have a Strength of 2 and a hit point maximum of 2d 10. If the creatures are neither fighting creatures nor fey creatures, they become invisible until the spell ends or if you choose any other means, the creatures appear as if they were fey creatures (no creature or object appears as a fey creature). You can use your action to move the creatures up to 30 feet in a straight line and make them appear to be hovering, walking, or attacking you. While the creatures are hovering, you can use a bonus action to move the spell’s ceiling and the ground where the creatures appear to be moving. The creatures appear harmless to you, and your action causes them to vanish. You can‘t use this spell to create nonmagical duplicates of a creature; simply duplicate the creature and put it back where you started. If you create duplicate duplicates of another creature, you must use a different duplicate to create an instance of that creature. Otherwise, the duplicates duplicate with the creature you created and remain with the creature until the creature’s death. Replicating an unarmored creature means that the creature can do whatever it wishes with regard to the creature it duplicates with the creature it duplicates with the creature it duplicates with the creature it duplicates with, unless that creature can perform some other activity that the duplicating activity might perform. Replicating an undead requires you to make a different creature’s wish (your choice when you cast the spell) at a later time. It also requires you to make a new copy of the creature’s corpse, if one exists. To create an illusion, you must make the creature appear real and animate and speak the illusion. The spell creates a false image made up of two sheets of paper that are aligned on four sides. If the illusion overlaps two or more sheets of paper, the illusion lasts until the spell ends. When you cast this spell, you can affect duplicates of any creature you intended and can alter the creatures' appearance to take advantage of the illusion. You can also create duplicates of creatures you designate, creating illusions that are audible, see invisible, and attack your target.
Conjuration
Arcane Trick
60
Concentration, up to 1 minute
You swap one object of your choice within range for another object of your choice in a 20-foot square, and the object shifts position one round. At the end of each of its turns, a magic circle of your choice becomes available in the space between the two objects. The object remains in place for the spell’s duration. The circle is a 10-foot square with a 10 percent likelihood of being broken on contact with the ground or snow at any point within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use a bonus action to change the object’s location from available to occupied at the start of your next turn to avoid this spell.
Transmutation
Arcane Trick
60
Instantaneous
A creature you can see within range appears in an unoccupied space of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 5 d10 psychic damage. On a failed save, the target takes 4d10 psychic damage. This spell has no effect on undead or constructs.
Conjuration
Arcane Trick
60
Instantaneous
You take the form of a simple, harmless object or spell, and it functions like any other spell. The DM has the statistics, creatures, and statistics of the object or spell you are using, but the statistics of the spell are lost when it is cast. For example, if you cast this spell to create a simple, harmless spell, its statistics are lost, and the spell doesn’t work, the DM might rule that the spell fails. When you cast the spell, you learn the statistics of the object and its statistics; if you learn the same thing in a different way, the DM might rule that the spell fails, too. The DM also has the statistics on each creature in the game. If you cast the spell in a nonmagical area, the statistics are lost, and the spell fails, because the spell doesn’t work. You can change the statistics of the spell’s target, however, by spending the DM’s attention. You can change the creature’s alignment and class, by spending the DM’s attention, or by spending the DM’s attention and spending no effort. You can also change the creature’s race, class, or ability score. If you cast this spell without spending the DM’s attention, the statistics are lost and the spell fails. This spell’s statistics are lost when you cast it, though. If you cast this spell using a spell slot of 3rd level or higher, the statistics are lost, and the spell fails, the DM might rule that the spell fails. If you cast this spell using a 3rd level spell slot, the statistics are lost, and the spell fails, the DM might rule that the spell fails.
Illusion
Arcane Trick
90
Concentration, up to 1 minute
You attempt to use magic to create a series of magical effects on a creature that you can see within range. For the duration, each creature that you can see within 30 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 psychic damage, and on a successful save, the creature takes half as much damage. You can use a bonus action to cause these effects to fail, ending the effect on that target. On a failed save, the effect ends.
Conjuration
Arcane Trick
90
Instantaneous
As part of your action to get to a specific spell target of a specific level or type of creature, you can issue a precise, yet nonmagical, command to that creature. For the duration, it has a truer image of the target of your spell than you, receiving a bonus from the hidden knowledge it has (unlike others with trues or secret knowledge) that makes sense to you. A subtle, yet powerful illusion of the target creature's location can be seen from a distance of 10 feet or less, or you can use your action to carefully control the image, creating a circular pattern that appears next to a target object or a creature within range and affecting that target as always. This spell has no effect on undead or constructs. If you cast this spell each day for weeks, your concentration falls for days, and you can hold off on casting until the spell ends. At any time after you cast this spell, you can choose whether a target is illuminated or not, whether its light spills over obstacles, or both. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first effect on a target (the target being a target that the spell targets) causes another effect (a minor illusion or a visual illusion) on that target, if that effect would normally cause the target to appear obscured.
Transmutation
Arcane Trick
90
Instantaneous
You create a trap that prevents creatures of good alignment from seeing your path. Until the start of your next turn, creatures that can see your way are limited to seeing one path that you choose each turn. Nonmagical creatures in that turn motionless as if they were caught in a trap. When you cast the spell, choose one of the following options for what occurs: • The target takes 5d10 radiant or necrotic damage, or half as much damage (your choice) if you have light or medium. • The target gains 30 temporary hit points. These temporary hit points can’t be replaced by nonmagical spells. • Any creature or object w ho takes 20 necrotic damage, or half as much damage (your choice) when it dies. • The target regains 4d10 necrotic damage, and half as much damage (your choice) when it becomes immune to poison, psychic, or any other effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd.
Conjuration
Arcane Trick
90
Instantaneous
You weave together threads of strong magic to create a teleportation spell, such as a rope spell, that leaves a large enough area on the ground or a simple enough trap to an untrained eye. You can teleport up to 30 feet out of the way of a creature you choose when you use an action to move up or down a teleportation rope. The rope has the following properties: - When you cast this spell without first preparing any traps or placing traps at least 30 feet out of reach, you create a teleportation trap, or IKEA trap, that creature must use its reaction to make the trap and make the trip using the shortest possible time frame. If the creature uses a spell slot of 7th level or lower to make the trip, the trap deals an extra 1d6 force damage to the creature and makes it appear as though it's traveling 30 feet instead. This extra damage can be covered by other creatures' clothing or armor. - When you cast this spell using a spell slot of 7th level or higher, you can create two additional traps for each slot level above 6th. Each trap creates a teleportation trap that the creature must make when it enters the area for the spell to work. Each trap creates no teleportation effect. - When you cast a spell using a slot of the rope, you can conjure up as many traps as you wish, making them more difficult for the creature to detect. For the duration, a trap created by this spell is automatically unlocked when a trap created by another spell of the same level or lower requires it
Arcane Trickery
60
Instantaneous
You conjure up one of the following arcane phenomena. You can use your action to choose one of the possible effects of your spell’s effect. False Wisdom. The target hears and knows what the effect is, but it is blind, deafened, and speechless until the spell ends or the spell ends. False Sense. The target senses in the air, and it senses in the ground. If you or a creature you designate is within 5 feet of it, you can
Arcane Trick
Self
10 days
You attempt to manipulate the nature of a creature that you can see within range. The target’s speed increases as you move, and the target’s Intelligence increases by 2. The target’s Intelligence increases while you're within 10 feet of you. The target can’t use reactions or speak. It can’t move, speak, or take any action that requires concentration. You can’t cast spells or cast spells that target the target. You must maintain control of the target, but you can‘t cause the target to become paralyzed, fall unconscious, become paralyzed again, or become stuck in a pit.
Transmutation
Arcane Trick
Self
1 Hour
This spell shapes the course of battle in your area. To your enemies, the battle is a fight. You might conjure up an image of a powerful elemental creature that has attacked or licked its wounds. You might project an image of an enemy that has been slain or banished, or you might create a false one. The image appears in your space and lasts for the duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the image strikes a creature, the creature takes an extra 5d8 radiant damage. If you choose a creature type, the image appears to be one of the following: charmed, fey, or vengeful. Arcane Trick. When a creature of your choice that you choose hits or otherwise harms an enemy within 60 feet of it with a weapon attack before its turn ends, the creature must make a Charisma saving throw. On a failed save, it can use its action to switch to the sword form of the creature’s trained archer or the steed (’mage’s choice) instead. The creature can make a melee attack with the steed, but it must be within 60 feet of you using an effect that requires it to be within 60 feet of you.
Conjuration
Arcane Trick
Self
1 Hour
You create a sudden burst of magical energy that travels from one creature you can see within range to another, such as a door, a tower, a wall, or a chest. Choose one creature within range, and the spell ends for that creature. The spell’s duration is 1 hour, or until you use an extra action to cause the spell to end. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Arcane Trick
Self
Concentration, up to 1 minute
Choose any number of creatures within range, and they learn the following spells of your choice from a spell list or the spell description in the spellbook. Each creature that starts its turn within 5 feet of you must succeed on a Wisdom saving throw or take 1d4 psychic damage. On a failed save, a creature becomes frightened for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Illusion
Arcane Trick
Self
Concentration, up to 1 minute
Choose one creature that you can see within range. As a bonus action on each of your turns, you can switch one of the creature’s ability scores from Constitution to Wisdom. The creature becomes a wizard for the duration. On your turn, the creature can make a Wisdom saving throw, taking 13d6 damage of the chosen ability score type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Transmutation
Arcane Trick
Self
Concentration, up to 1 minute
You cause a willing creature to roll a d4 and add an extra die to the die. If the creature rolls a d4, the creature can use its action to determine the result of the die roll using its Intelligence and Wisdom scores. If the creature has neither Intelligence nor Wisdom scores, the creature can use its action to determine the result by rolling a d4. As long as the creature has neither Intelligence nor Wisdom scores, it can use its action to roll a d4. At Higher Levels. When you cast this spell using a spell slot of 2nd
Arcane Trick
Self
Concentration, up to 1 minute
You create a magical illusion of a creature that is in the air. The creature appears before you and has the flying speed of a flying horse. If the creature can fly, it must make a Dexterity saving throw. On a failed save, the creature must immediately stop flying and must use its action to return to its original form. The spell ends if the creature is no longer in the air. If the creature can fly, it must make a Dexterity saving throw. On a successful save, it flies safely to the nearest unoccupied space of the creature’s choice. If the creature can fly, it can’t attempt to take flight until it has reached its speed. The creature must also have made a successful saving throw, and if it succeeds, it remains in the air until it drops to 0 hit points or is pushed 5 feet off the ground.
Transmutation
Arcane Trick
Self
Concentration, up to 1 minute
You make a ranged spell attack against one creature that you can see within range. The target must make the spell attack before the spell ends. On a failed save, the target takes 2d6 psychic damage. On a successful save, the creature takes half as much damage. The spell ends if you cast this spell again.
Transmutation
Arcane Trick
Self
Concentration, up to 1 minute
You make a simple or magical spell with a potency as great as a legendary spell slot. You choose the trick used to create the spell. When you cast the spell, choose one creature as the target. You make a ranged spell attack with the spell. On a hit, the target takes 4d10 radiant damage. The spell then goes on a rest for 7 days. At the end of this time, you can use any remaining spell slot in your inventory to create a new spell of 7th level or lower. The spell then goes on a rest for 7 days. At the end of this time, you can use any remaining spell slot you have up.
Divination
Arcane Trick
Self
Instantaneous
All light within range, or light in the form of smoke, flashes in one location on a ground surface within range. The trick lasts for one minute or until you use your action to change the light within range. To do so, you must use a different spell slot than the one you used to cast the spell. It lasts until the spell ends. When you do so, you can use your action to change the light in the location so it appears green or violet in color, or change the light's intensity so it appears yellow or red in color. You can also use another spell slot to change the intensity of some of the illusions created by the spell. You can use your action to switch from green to violet in the light created by the light. Once you have used each spell slot of that spell, you can switch back and forth between the two spell effects without expending any casting time. This spell doesn’t directly save a creature’s soul, but it weakens it so that it might betray its loved one in the process.
Illusion
Arcane Trick
Self
Instantaneous
Draw a spell of your choice from a chosen trinket of challenge rating up to 5th level or lower, choosing one of the following options: • The target w ho deals 3d8 radiant damage on a failed save, or • Three d10 radiant damage bolts strike to the target, igniting them. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bolts striking the target increases by two for each slot level above 5th.
Evocation
Arcane Trick
Touch
1 Hour
As part of the spell you cast, you can take the form of a shadowy figure and shape it in one of the following ways: • Using an option or a similar ability of your choice, you can create a trap or an open fire in the space on the ground within 30 feet of the shadowy figure that you choose. In doing so, you can cause the trap or an open fire to burst from the ground to open and close as a bonus action on each of your turns. • Using an ability that mimics the movements of creatures, such as climbing or using a climbing rope, causes the shadowy figure to use those movements to move up, down, and across the ground in a horizontal and vertical direction identical to that of its body part. The shadowy figure can move across a surface to a different height or across a surface to another surface within reach. Alternatively, you can shape the ground in a straight line to make it s difficult for the shadowy figure to pass. While you are within 30 feet of the shadowy figure, you can move it through openings as simple as its clothes or its clothing’s paths, opening an opening in a natural or man-made structure that a creature can see. The shadowy figure can’t attack or take any damage when it moves within 30 feet of you. When you cast this spell, any creature that can see through a trap or an open fire has advantage on all saving throws. The shadowy figure can open or close the trap or open a pathway that leads to a different portion of the same structure, including through a creature’s space.
Transmutation
Arcane Trick
Touch
1 Hour
This spell creates an invisible and magical bridge leading upward to a certain point on the ground that you can see within range. The spell fails if you use a bonus action on each of your turns to mentally teleport a creature you can see up to 100 feet away (up to half the distance at the start of each of your turns). When you cast this spell using a spell slot of 6th level or higher, you can teleport a level 5 or lower creature up to 60 feet in any direction along the ground (up to 60 feet at the start of each of your turns, or 60 feet at the end of each of your turns). As a bonus action, you can attempt to teleport a level 4 or lower creature up to the speed of light. Make a melee spell attack against the creature to teleport up to 10 feet. On a hit, the creature is transported to a different unoccupied space within 10 feet of the spell’s destination.
Conjuration
Arcane Trick
Touch
1 Hour
You touch a willing creature. Alternatively, you can cause the target of the spell to be magically transported to another plane of existence. This spell creates two illusions for the target, who must be within 30 feet of the target. The illusions can be made of any material, stone, or mineral form, though they can’t appear to be made of stone or metal. Illusion. Each creature in a 10-foot-radius sphere centered on the target must make a Wisdom saving throw. On a failed save, a creature becomes paralyzed for 1 hour, or until it can no longer move. An incorporeal creature or a fey creature that doesn’t rely on movement suffers this effect. False Appearance. If the target is either hidden or visible in a misty gloom, a misty version of the target is charmed, and the spell fails. It charms, witnesses, and murders whenever it can, but when it targets a creature or objects in its vicinity, the creature or objects are usually obscured and the spell fails. False Intelligence. The spell checks for the existence of intelligent life in the area
Arcane Trick
Touch
1 Hour
You touch a willing creature and bestow upon it a magic trick to turn it into a different creature. Until the spell ends, you also know how to use your action to charm the creature to appear as a different kind of creature, such as a frog or lion, or to appear as a
Arcane Trick
Touch
1 minute
You touch one willing creature, either a Huge or smaller creature or an unwilling plant, and it must either succeed on a Wisdom saving throw or become magically enhanced. If you cast this spell with a spell slot of 5th level or lower, the spell instantly duplicates a spell of 2nd level or lower. If you cast this spell with a slot of 4th or 5th level, or an 8th or higher level spell slot, you instantly transform a Huge or smaller creature. Alternatively, you can use a slot of 10th level spell and make a spell that targets a Huge or smaller creature automatically succeed on a saving throw against enchantment.
Transmutation
Arcane Trick
Touch
1 minute
You touch one willing creature that you can see within range, asking it to do something you see within range. The target can be a creature or an object, an animal, or some other nonmagical construct. The target is familiar with you and knows where it is and when you touch it. You also know when you'll be able to effect a divining spell, using the target's statistics (e.g., size, height, weight, or speed, according to the target’s equipment) against it. Choose up to three targets you can see within range and cast the divining spell on them at the same time. If you cast this spell multiple times, you can have up to three targets affected at a time. The spell creates one divining spell at a time, which you can use to sift through the divining results to discern how the spell affects each target. If you cast this spell while you have half your spellcasting ability score, the divining spell doesn’t take effect until the spell ends. When you cast the divining spell using a spell slot of 3rd level or higher, you can choose one of the divining options above, which must be cast into the same slot as the divining spell.
Divination
Arcane Trick
Touch
24 hours
You touch one willing creature and reveal the secrets of an arcane school. You touch the target, and the spell ends. For the duration, the target has resistance to one damage type of your choice, though it can be one size category smaller or larger. The spell only affects one creature or object within 60 feet of you, and the target can't benefit from being invisible. The spell allows you to perceive magical objects and spells within 60 feet of you as if they were there, even if they are invisible. To see an object or a spell within 60 feet of you as if it were invisible, the target must see a different object or spell within 60 feet of it, or the spell can’t affect it. When you cast the spell and see the spell in its entirety, you can choose a different object or spell, rather than simply touching an object, using your spellcasting ability instead of touch.
Illusion
Arcane Trick
Touch
Concentration, up to 1 hour
You touch a willing creature and describe the course of action offered by an action that it takes this turn. The target takes the role of a mediator, wishing to achieve an end to its suffering. Choose one or more of the following actions that the target can take: • You can ram the target repeatedly with a minimum of 1 foot of up to 10-foot radius. ram (1 animal, no more than 1 creature), ending the effect. • You can place a simple object weighing up to 10 pounds within range on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds within range on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds on the ground or on the ground as a result of having flown there.
Transmutation
Arcane Trick
Touch
Instantaneous
For the duration of the spell, a creature you touch becomes a fiend for the next 5 days. At the end of the spell’s duration, the fiend transforms and disappears. The spell can have up to two uses or end prematurely, causing it to revert to its normal form and lose its Intelligence, Wisdom, and Charisma scores. Otherwise, the spell doesn’t target creatures or objects being touched.
Abjuration
Arcane Trick
Touch
Instantaneous
You create a magic circle of magical energy centered on a point you choose within range. The magic circle is an object that can be tapped into to create magical effects. You can place a specific effect within range, up to 5 feet on a side, or across from it. The circle can contain a concentration of any spell you know, as long as you don't restrict its use. The circle can be as small as a 20-foot cube or as large as a 100-foot cube. Each creature in the circle must make an Intelligence saving throw. On a failed save, a creature takes 6 d10 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. The radius of the circle increases by 5 feet when you reach 5th level (2 feet).
Transmutation
Arcane Trick
Touch
Instantaneous
You point your finger toward one object within range and say a magic trick to make it fly. Then, as a bonus action on each of your turns, you can make another spell of 3rd level or lower, of 3rd level or lower, or of 4th level or lower. This spell creates a piece of nonmagical equipment that must be worn by you, on your person, for the purposes of such a spell to work. The equipment lasts until the spell ends, at which point the item falls off, and the magic trick ends. Anything the item can fit on the magic winder or the winder's slot is covered by this spell. The item appears to be flying when you cast the spell. If the item drops to 0 hit points before this spell ends, it reverts to its slot before the spell ends. It isn’t covered by this spell’s effect.
Transmutation
Arcane Trick
Touch
Instantaneous
You touch a willing creature and receive magic trick spells and spells of the same level, up to the level of the spell slot you have selected, as a bonus action. For the duration, the target can use only one of its turns in a direction you choose: straight ahead, behind, or along the shoulder of the DM or in any direction you choose.
Div
Arcane Trick
Touch
until dispelled, an illusory black sphere appears around a target within range and w ho deals an extra radiant damage to the target to create a magical inscope, sending it flying upward toward the Ethereal Plane. After dropping to 0 hit points, the creature crashes to the ground or something falls on it, forming a circle with one-foot-high ceilings and a 10-foot-high-bottom floor. The globe remains for the duration, choosing different colors for its area. When the globe strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object, its magic inscope crumbles into tiny cubes, which are guarded by magical orbs that detect the presence of the globe and keep it aloft until the spell ends. On each of your turns for the duration, you can use a bonus action to launch a beam of yellow energy at one creature you can see within 60 feet of the globe. The globe explodes, raising its level to a full blast (if any) of magic when it strikes the creature. Each creature that ends its turn within 10 feet of the globe must make a Dexterity saving throw. On a successful save,
Arcane Trick
Unforgivable Blade
10
1 Round
Illus. Ronny Mott, an upstart psychic who is best known for his work translating The Lord of the Rings, collects the secrets of the Ninevos into a magic weapon called the Sword of Tarraskel, creating a piece of magical force that can crush one foe in a square inch of floor area. While wielded by a creature of Medium or smaller size, the artifact grants advantage on attack rolls against one creature within 5 feet of it. A creature with Intelligence score of 2 or less can’t be affected by the artifact’s ability. Both the artifact and the creature are held tightly to it, while a creature holding the artifact can wield it with both hands while suspended in midair. The spell creates a sphere centered on a point within range, with a 10-foot radius centered on that point. Until the spell ends, a creature can use a bonus action to move up to 20 feet in any direction along the sphere’s surface. The move originates within a certain dimension, such as the Ninevos dimension, and must come from somewhere within the spell’s area. A creature that makes a Dexterity saving throw at the start of its turn must succeed on the save before using this spell. If a creature starts its turn in the closest unoccupied space on the ground or on a floor, this spell automatically ends for that creature.
Divination
Arcane Trick
Wall
120
Until dispelled, an illusory black sphere appears around a target within range. The sphere is 1 mile in diameter, and the range is 1 mile. It lasts for the duration or until a spell of 8th level or lower negates most of the effect of a spell slot saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the sphere increases to 5 feet in diameter and 20 feet tall by the spell’s level.when you cast it using a spell slot of 8th level or higher, the sphere increases to 30 feet in diameter and 20 feet tall by the spell’s level.
Conjuration
Arcane Walk
90
Concentration, up to 1 minute
You start a short, sustained, nonmagical corridor through a place of your choice within range. Any creature entering the corridor takes 2d6 bludgeoning damage, plus 1d6 force damage. When a creature enters, they can use Strength checks to move through the corridor in an unblinking cone, and other creatures are unaffected. A creature in the area must make a Strength check as a bonus action to make the corridor passable. A creature can enter the passage only if the spell has a casting opportunity. Creatures entering through doors, windows, or other openings that are made of stone or rock, such as stairs or staircases, are unaffected, and such openings are difficult to open (ranging from 1 inch to 2 inches thick), requiring long-time use.
Conjuration
Arcane Wall
150
Concentration, up to 1 hour
You create a wall of shimmering energy centered on a point of your choice within range. The wall is 1 inch thick and is 10 feet thick. The wall is a thin sheet of shimmering sheet of shimmering lead. In the wall area, the area requires at least 5 feet thick. Each panel in the area requires at least 5 feet of movement. The wall is thin sheet of lead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wall is thick sheet of lead.
Enervation
Arcane Wall
60
Concentration, up to 1 minute
You construct a 3-foot-high, 30-foot-radius portal to the sky. The wall consists of a thin sheet of stone, 5 feet thick, that opens in a slot on the ground or a solid surface, and then flows through the wall opening, passing through a panel on the ground to the left and a panel to the right, the wall connecting panels 1 through 5 to panels 7 through 10. The wall rises up to 50 feet and extends for an hour from the ground to the top of a 10-foot-radius sphere centered on that spot. It is 30 feet long, 10 feet wide, and extends for an hour from the ground to the top of a 5-foot cube, and then descends 10 feet from the ground to the top of a 10-foot cube centered on that spot. A panel 6 through the wall opens each hour. When the wall opens, a shimmering green orb (1d4) is centered on a target. The orb appears in the target's area and moves according to its size, shape, and weight, and it sheds bright light in a 20-mile radius to a spot nearest it. When dim
Arcane Wall
60 feet (30 feet on a side)
1 Hour
You construct a horizontal line on a spot-square surface, 60 feet long, 10 feet wide, and up to 10 feet tall, extending from one edge of the area up to a height of 10 feet, to a height of up to 10 feet. The wall is 10 inches in diameter and is composed of two panels of wood. The first panel is 20 inches long, 4 inches thick, and extends from one edge of the area up to a height of up to 20 feet, dividing the section into two panels. The second panel is
Arcane Ward
10 or 20 feet (20 feet of radius)
1 Hour
You cast the spell at the same area of the ground that you used for the castigation spell, though the spell's casting can take place in a space adjacent to that area. For example, as you cast the spell, you could cast it in a chamber, within the chamber, or around an area of the chamber occupied by an object for the spell’s duration (your choice). A chamber or an area of the chamber occupied by an object is also considered a casting area if the area is more than 10 feet in height. While this spell takes effect, creatures can still teleport to their space at once and are limited to walking through the chamber and passing through each chamber through the chamber.
Transmutation
Arcane Ward
60
Concentration, up to 1 hour
You grant a creature within 15 feet of you psychic protection from hostile energy. For the duration, that creature has a - 2 penalty to AC, including against the triggering triggering triggering spell. The spell can target up to five creatures and causes them to be magically bonded to the protective magic. Each bonded creature has disadvantage on attack rolls against creatures other than the creature being bonded. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the penalty to AC increases to 2nd by 6, for each slot level above 6th.
Abjuration
Arcane Warding Person
60
Concentration, up to 1 minute
Until the spell ends, you choose one of the following effects when you cast the spell. You choose one of the following effects when you cast the spell. If you choose an object held or worn by a creature, you immediately gain the effect of the effect. You can also choose one of the following
Arcane ward
Self
1 Hour
Eight magical wards appear at different points of your choice on your person, a wall that is 5 feet high, and a 5-foot-high cylinder extending from there. The wards are made of magical energy that is expelled when a white mist appears on the ground within range. When the mist appears, each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature takes 4d6 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. Each creature blinded by the mist is blinded for 1 minute. The spell ends if you cast it again. For the duration, warded creatures also have disadvantage on attack rolls against creatures in their paths or within 30 feet of them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can maintain your level of warding against successive rounds of restoration using a bonus action, once per long rest.
Protection from Energy
Touch
Concentration, up to 1 hour
A negative energy field appears in a place you choose within range. The area appears to be made of fog, ice, or some other fog that lasts for the spell’s duration. When the fog appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet
Arcane Ward
Self (30-foot radius)
Concentration, up to 1 minute
You choose a shadowy ward made of nightwish that fits within a 30-foot cube you can see within range. The invisible ward protects you from the effects of your spells for the duration. When you cast a spell with a range of touch, the invisible ward extends out from you until the spell ends, covering up to 60 feet of floor space for the spell and the spell’s area. The invisible ward also extends out from your body to cover up to 60 feet of remaining floor space. A creature can use its
Arcane ward
Self
Concentration, up to 1 minute
You ward off hostile creatures and plants that you can see within range. The spell lasts for the duration. You choose the types of creatures you cast this spell on, as well as those that aren’t friendly to you. If you cast the spell on a creature that isn’t friendly to you, you can’t cast the spell again for 24 hours.
Necromancy
Arcane Ward
Self
Concentration, up to 8 hours
Divination
Arcane ward
Touch
1 hour
You touch a creature. Until the spell ends, the ward protects the creature against being charmed or frightened. The creature’s plane intersects with the plane of existence you chose, so if the creature is on the plane of existence you chose, it can travel from there to there, creating a barrier there that prevents ranged attacks against it. When you cast the spell, choose a point within range. A ranged spell attack against that creature occurs automatically. On a hit, the creature takes 1d12 radiant damage, and the spell ends. It can’t be evaded or evaded such as magic darts or reverse the flow of time. The spell ends if you use your action to cast it again, if you use your concentration to end it, or if you end the spell early enough to avoid the spell altogether.
Illusion
Arcane weapon
150
Instantaneous
You create a weapon of magical power (up to the level of the spell slot you have selected) that functions as a ranged weapon of challenge rating 5 or lower. The weapon bears no magical properties and can’t be dispelled. If the weapon ever fails a challenge posed by a challenge rating 5 or lower, the weapon transforms to a ‡Aura of Thaumaturgy‡ (equivalent to the warding spell) and becomes a celestial weapon of challenge rating 5 or lower. The weapon is imbued with a powerful aura that defends against all attacks. When the spell ends, the weapon transforms to a celestial version, as normal. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.
Evocation
Arcane Weapon
30
1 Hour
You create a magical weapon of quills, infused with the power of nature. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 1d12 magic damage. Whether you hit or miss, reduce the quills you make available to ranged attacks. If the target takes any damage, it can use its action to finish the damage reduction spell it uses as an action. If it fails its turn being struck by a spell of 4th level or lower, it can make a new spell attack using its action, provided that the previous attack hit. If it attacks a creature with a weapon of the same type as the creature’s hit point maximum, it suffers any and all damage equal to half the amount of quills it could have used.
Transmutation
Arcane weapon
30
1 minute
Choose a nonmagical weapon that you can see within range. Make a ranged spell attack for every 10 bolts of energy created by the weapon, or throw a magic weapon or a thrown weapon of a tier 4 or higher quality (such as a throwing axe) into motion, dealing magic damage to the target. You decide what damage type the weapon deals. Magical or otherwise, the weapon deals magic damage on each of your turns by two damage p rules, with the DM choosing the lowest damage type. If you throw the weapon—called a magic weapon—at an unwilling creature touching the target, the spell ends, and the spell deals no damage. As a bonus action on each of your turns, you can release the spell from its warding properties and instead use it to create another magic weapon, located within 30 feet of the warding spell. The weapon creates magic damage of the chosen type by concentrating the weapon's power, not manipulating it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Arcane Weapon
30
Instantaneous
You create a nonmagical weapon of sufficient strength and reach that isn’t being worn or carried by another creature. It disappears when it hits an attack roll or a saving throw, and can be refitted for the weapon at any time before it leaves your possession. The weapon can be any weapon created by the same spell, though it has a higher AC than the attack or spell used to create it. The new magic has the same power and properties as the old one, and its properties revert to the weapon when it ceases to be an available weapon. (You can repair the weapon at any time, as long as you have at least 1,000 hit points left.) If you use an arcane weapon created by a spell of 2nd level or lower to attack a target, the weapon attacks that creature and have their statistics (if any) changed as you do. The arcane weapon doesn’t take fire damage, and its fire resistance doesn’t reduce its damage. You can’t use a magic axe to attack a target that attacks with
Arcane weapon
60
30 Days
This spell creates a weapon of simple mechanical construction that is imbued with magical power and infused with arcane force. The weapon is light, medium, and heavy, with one
Arcane weapon
60
Concentration, up to 1 hour
You gain the following benefits: • You can use a weapon attack against a creature you can see within range. If you do so, the target must make a Wisdom saving throw at the end of each of its turns or take 8 d10 psychic damage. On a failed save, the target can’t use an action
Arcane weapon
60
Instantaneous
As you cast the spell, you draw the weapon from your body, concentrating on its properties. When the weapon appears, the weapon takes 3d8 piercing damage at the start of your next turn, and the weapon dissipates within 1 foot of you. The weapon’s ammunition is a Large nonmagical weapon with a +1 bonus to your attack and damage rolls. The weapon is wielded by one creature of your choice that you can see within 120 feet of you. The creature must be within range for the spell’s damage to stack. At the end of each of your turns, the weapon’s ammunition is shed, and the weapon sheds bright light in a 5-foot radius. Each creature that can’t be targeted by the weapon gains temporary hit points equal to 1d6 at the start of your next turn. These temporary hit points can’t be replaced by some other spell or other, so long as the spell is in effect. A creature that can’t be targeted by the weapon gains temporary hit points equal to 1d6 at the start of your next turn.
Abjuration
Arcane weapon
60
Instantaneous
You unleash a beam of arcane energy that explodes from you in a 30-foot radius and deals 4d8 radiant damage to one creature you choose within 30 feet of you. Make a ranged spell attack. On a hit, a creature takes 3d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Arcane Weapon
90
1 minute
You create a magical weapon composed of magical energy that is infused and imbued with a special ability. The weapon, if any, can be attuned to a creature of your choice that you can see within range. The weapon has the same power and effect as the normal weapon. The weapon can be any spell or magical effect, though it has advantage if you have it. At any time, the weapon emits an audible bark spell with a 10-foot radius centered on the weapon. The spell can target any creature that has the weapon within its reach, but the spell must be cast into the creature. If you cast the spell out of the target creature’s gear, the spell destroys whatever it is wearing and carries.
Evocation
Arcane weapon
90
Concentration, up to 1 minute
You call out to the spirits of nature to strike at their enemies. Choose one creature that you can see within range. Under the spell’s effect, the target must make a Charisma saving throw. On a failed save, the target takes 6d10 psychic damage, and the spell ends on its second or subsequent turn. On a successful save, the spell ends on its second or subsequent turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Arcane Weapon Focus
30
Instantaneous
You imbue a weapon of your choice that you can see within range with the power of the Material Plane. The weapon must be of a level higher than or equal to or higher than the Material Plane’s highest level. The weapon can have up to five fingers, one staff, or two staffs. The weapon can have up to its own staff. The weapon can have up to five fingers. The hand rest you use to maintain control of the weapon is open for a brief moment. The weapon can’t be disarmed. The hand rest can be removed by a blow of the hand.
Conjuration
Arcane weapon (gloves, trinkets)
60
Concentration, up to 1 hour
You make a melee weapon attack against a creature within 5 feet of the casting weapon. On a hit, the target takes 1d10 radiant damage.
Divination
Arcane weapon
Self
1 minute
The use of a dark magic weapon transforms it into a magic weapon of greater challenge and deal damage to one creature you choose within 60 feet of you. If successful, you instead create additional magic weapon attacks for each slot level above 1st.
Divination
Arcane weapon
Touch
1 Hour
You make a magic weapon leap with a 30-foot cone that ends in a line 15 feet long and 5 feet wide. The weapon has the same range and damage type as a magic weapon, but it also has disadvantage on attack rolls against the target. Until the spell ends, the weapon damages objects in its area, and it can’t attack or target an object that is warded. The weapon then ends its useful life. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Arcane Weapon
Touch
1 Hour
You touch a weapon. For the duration, that weapon has AC 15 and attack rolls with
Arcane weapon
Touch
24 hours
As you cast this spell, you create a magical weapon that shoots arrows or darts from its scimitar and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The weapon is a simple melee weapon with a 5-foot radius that you can see. You can use this weapon only once. It disappears when you dismiss it as an action. It can have two fingers or two pointed fingers and a pointed magazine of bullets on it. The weapon can attack multiple times before rolling a d8 and being destroyed within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a single-handed weapon with a 9-foot radius and fire two darts from it, creating a double-edged sword that cuts through shields and turning armor up to 20 feet in any direction.
Transmutation
Arcane weapon
Touch
Concentration, up to 10 minutes
You touch a creature and imbue it with the power to create magical weapons composed of magical energy. The target must make a Wisdom saving throw. It takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. In addition, the target can make a Wisdom saving throw against one damage type the spell’s targeting spells specify. While the target is affected by a spell or other magical effect, it has the statistics listed in the spell list. The target can use all its movement to move about, using the statistics in the weapon handbook. When the spell ends, it instead reverts to its hand. When the spell ends, the weapon becomes a magical weapon, and the DM makes the weapon’s damage roll, with the exception of lances, which have the damage rolled against the same target. The DM makes the weapon attack as normal with any One-Handed weapon attack. The weapon’s damage roll determines the damage done by the attack. The DM makes the weapon attack as normal with any melee weapon. Additionally, when the weapon reaches its full power, the weapon automatically reverts to its hand if the hand is not holding it. The weapon’s damage rolls determine the damage done by the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Evocation
Arcane weapon
Touch
Concentration, up to 1 minute
A spectral weapon imbued with the power of divination inscribed within a nonmagical weapon becomes a spectral weapon with which it attacks or attacks. Each creature within 8 feet of the weapon and within 5 feet of the target must succeed on a Wisdom saving throw or take 4d8 necrotic damage, and one creature of your choice that is on the ground within 5 feet of it must succeed on a Constitution saving throw or take 1d8 necrotic damage. When the spell ends, the weapon explodes, creating no more than three nonmagical daggers within 8 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, you can target two additional creatures for each slot level above 6th.
Necromancy
Arcane Weapon
Touch
Concentration, up to 1 minute
You create a magic weapon of unknown power using the power that you choose for its function. Until the spell ends, you create the following magical weapons using the spell: • A magic weapon made from an object made from a material object or a portion of a material object • A magic weapon created from a nonmagical weapon whose normal construction is obscured by a mask or garment, such as a staff or a simple sword, and which can be made of an object or an inset to allow access to its properties. This magic weapon can only be created by using one of the properties listed below. The magic weapon can be made from a single piece of nonmagical material and can have multiple pieces, creating multiple weapons. • You can use magic weapons of unknown power to shape an object that can be held or carried by an unwilling creature. If the creature w as holding or carrying the item, the magic weapon is no longer considered magical, and the creature becomes restrained while the item is in its possession. The creature drops the item when it stomps down the triggering step. • You can create a magical siege weapon that attacks two targets of your choice within the course of 7 minutes. While the weapon is in use, any creature that attacks the creature with a critical hit must succeed on a Dexterity saving throw to use the full attack action cast on the creature to regain control over the weapon. The siege weapon is a magic siege weapon capable of striking two targets at the same time. When you make the attack, you can designate a target type and line of fire. When you make the attack with the siege weapon, you can choose a target’s specified type of weapon. The siege weapon also imposes magic effects on the target, targeting or casting spells that it conjures.
Special Wind
120
18 Hours
You create a powerful blast of wind that moves with you in a direction you choose. The wind is strong enough to blow trees or other structures down. Large or smaller flying creatures and objects are unaffected.
Transmutation
Arcane Weapon
Unlimited
Instantaneous
You create a nonmagical weapon of limited length and weight, capable of reaching up to eight willing creatures or smaller. The weapon can punch through solid objects and even mere rubble, but it isn’t infused with energy or made of metal. The weapon is wielded by a willing creature with a successful Intelligence saving throw against an attack you make with the weapon. If the creature attacks with a nonmagical weapon (such as a throwing weapon, a club, or a sabre), the weapon deals an extra 2d6 fire damage to the creature and becomes infused with lightning and thunder for 1 minute. If the creature attacks with a thrown weapon, or when the creature reaches 5th level (3d6), it also gains lightning resistance against the weapon for 1 minute. The weapon is wielded by a Huge or larger creature, which has its own unique fighting style. You make two simple attacks for each slot used: fist-fistshot, kludge-kludge, or wall-fistshot. Each attack has a 1d4 bonus. You have the power to fire one weapon attack in a sequence of 4th-level blasts dealing 2d6 fire damage to one creature within 30 feet of you. Each target must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction following the pattern of the weapon. The weapon then lashes out at the target, dealing 3d6 cold damage to it.
Conjuration
Arcane WeddingWarranty
10 Days
This spell extends the lives of up to twelve willing servants, granting them the ability to provide a stable home for up to five children. You can create 30 servant pieces for each marriage. Choose enough pieces to sustain a full household for the duration. You must specify the length of time for which the spell applies. When you reach up to three children, you imbue a new servant with supernatural abilities equal to your spellcasting ability modifier. After creating five new servant
Arcane wind
120
Concentration, up to 1 minute
A wind that blows down to a celestial, magical, or fey’s size grants it greater protection against spells, ranged weapon, and nonmagical weapon attacks. When you cast the spell, you can choose either a different effect or a new one. A wind of movement that requires movement over 20 feet requires the following steps: • You cause a 60-foot-radius sphere of strong wind (20 feet tall and 30 feet wide at the base) to fly up to 60 feet and chill solid air for 7 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the chill lasts for the duration and no longer triggers when you cast this spell using a spell slot of 2nd level or higher.
Evocation
Arcane wind
150
Concentration, up to 1 hour
Your magic reaches the physical world and reaches out to reshape nature in a subtle manner, upending its fabric. Until the spell ends, you can use a bonus action to cause up to three trees of suggestion to leap from a distance of up to 30 feet and strike one humanoid within 60 feet of it with one of the following effects. You can make the suggestion go directly to the wind, creating a 30-foot cube of unstable wind centered on that target. Each creature in that cube must make a Constitution saving throw. When a creature finishes casting this spell, it loses all its movement and intelligence, and it can’t speak, use any language, or cast a spell. The wind has the pattern of an existing magic tree, creating a new magic tree that lasts until the spell ends. The magic tree is contiguous with a permanent magic item created by an active spell, if that item is one, created by a similar magic item, or both. The permanent piece of magic can be restored or discarded, but the magic tree doesn’t create or maintain a magic item, such as a magic weapon, a ward or a staff, or the magic is turned upside down. When the spell ends, the magic tree resumes its normal function. At any time after the spell ends, a random spell, spell, or other magical effect that might have targeted the magic tree and that has a casting time of 1 action or 2 minutes rests on either side of the magic tree. The effect of a harmful effect that rested on the warding component of an item restrains the target.
Abjuration
Arcane wind
60
Concentration, up to 1 minute
You create a 20-foot long, 20-inch diameter cylinder of swirling wind centered on a point within range. The wind lasts for the spell’s duration. When you cast the spell, and as a bonus action on each of your turns thereafter, you can change the direction and direction of the whirlwind to create a straight line across a portion of ground you can see, up to 60 feet. If you are aiming for the northwest, you can change the direction and direction of the whirlwind to create a 45-foot-long horizontal line. If you are aiming for the southeast, you can change the direction and direction of the whirlwind to create a 45-foot-long horizontal line. As a bonus action on each of your turns, you can change your destination—such as by bringing a Large or smaller object toward it—to the center of the whirlwind. The whirlwind travels at 50 feet per round mile for the duration. When the whirlwind appears, your spell ends.
Transmutation
Arcane wind
60
Duration: Concentration, up to 1 minute
You create a 15-foot-radius sphere of magical energy centered on a point of your choice within range. Until the spell ends, the sphere moves with the sphere into an unoccupied space within range. This magic wind can be heard and felt by up to twenty-five foot-radius circles 10 feet deep. The sphere spreads around corners. When the sphere moves to within 30 feet of you, you cause it to animate a 5-foot cube of invisible energy, linking it with another 5-foot cube of magic wind. The magic wind has the same radius and intensity as the magic wind in the sphere. You choose animate the magic wind for each cube of magic wind. Each time you make a melee attack on your attack roll that uses magic wind to create the magic wind, you create a magic wind of your choice within 5 feet of the sphere, and you can make a new attack using the same magic wind. You also animate any barriers, wards, or other effects created by the magic wind created by the magic wind. A dispel magic spell creates a magic wind of its choice from a 5 percent likelihood per hit to a 1 percent likelihood per use of magic wind. In addition, a magic wind that is neither created nor created off-set creates one at a time, dealing magic damage to each creature that uses a movement action that uses it.
Conjuration
Arcane Word
60
Concentration, up to 1 minute
You conjure up a word of spell power that you can understand. The words appear at your command and are the same thing appear in your hand regardless of equipment or other creatures. Otherwise, the words spell out or fail automatically. The spell must target a single creature or an area, such as a large wall or a temple. If the spell is already affecting a creature (or an area) that is no longer being carried/used, this spell can add the creature’s level of inborn restraint to the total. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Arcane Word
60
Instantaneous
This spell attracts or repels creatures of your choice that you can see within range. The target must succeed on a Strength saving throw or be affected by the spell for the duration. The target also succeeds if it succeeds and is immune to being frightened.
Transmutation
Arcane Word and Symbol
30
1 Hour
You utter a secret word that appears in a 15-foot cube you can see within range. The spell appears in the Word, a 5th-level spell of 5th level or lower, and lasts for the duration. You choose the spell’s basic text, the creature’s name, and the words you choose. The creature must be of at least 10th level or older to cast the spell. The spell has no effect if you cast it as an action, as long as you don’t specify a target. You can choose the words you speak, the creature’s name, or the creature’s name and creature’s name only once. The creature can’t speak, take any actions it chooses, and understand any language you speak. The spell has no effect if the creature’s name or creature’ name is an alchemical symbol. If you cast the spell with the word in its text, the creature must follow the instructions, which are not visible to it. You can specify a specific creature or an event as your spell’s text, but the spell doesn’t affect the creature or the event. You can specify a creature’s name, creature’s name, or creature’s name only once, as part of casting the spell.
Conjuration
Arcane Word Barrier
150
24 Hours
You create the illusion of another creature or an object within range, such as a ceiling, an owl, a frog, a snake, or a fish. The illusion lasts for the duration, choosing from any of the three types of creatures’s visible features and forcing the target’s mind to make a Wisdom saving throw. If the target’s Intelligence is 4 or higher, it can’t cast spells, activate magic items, or cast spells. When you cast the spell, you can have the illusion appear to a creature of your choice that is within line of sight. The illusion ends if the creature drops to 0 hit points. The creature can make a Wisdom saving throw to end the illusion. On a successful save, the spell ends for the target, or if it w as provided that the creature has been separated from its parent or sibling for the full duration of the spell, the creature can rejoin its parents or siblings after this duration. On a failed save, it can’t join a new group or become attached to a former one. As an action on your turn, you can move the globe as far as you can until the spell ends. You can have the globe appear anywhere on your person and protect you from hostile creatures.
Illusion
Arcane Word Kill
60
1 Hour
Witchcraft spells can kill creatures with a single stroke of its magic. You choose the word's power as the triggering word, and the intense pain of the spell (your spellcasting ability might set you apart from your peers) as the triggering word. The target must make a Charisma saving throw. On a failed save, it takes 14d6 psychic damage and is blinded for 1 minute. On a successful save, the spell ends for it. If the spell ends for a creature other than you, the creature blinded by the spell is immune to it for 1 minute, an additional 1 minute for each
Arcane Word Kill
Touch
Concentration, up to 1 hour
You utter a cryptic message that can range from a whisper to a deadly weapon attack. The target must succeed on a Wisdom saving throw or die. If the target is charmed by an unsecured object or by a message from another creature, the creature hears the message and pursues it to the nearest safe spot. The creature takes no actions when it hears the cryptic message. If the creature is charmed by an object or by a message from another creature, the creature doesn’t hear the creature’s message, but instead pursues the message to the nearest safe spot. After the creature pursues the message, it escapes from the creature or other creature that encountered it.
Conjuration
Arcane Word of God
60
Self
You write a message that directly goes to the heart of a creature or a deity, or to a deity or a creature other than you. The message is usually a message to the creature or a deity. The creature or a deity is a deity and the message is a written message that you can read or write from within you body. You can use this magic only as an action that you can perform.
Illusion
Arcane Word of God
Self
Concentration, up to
Arcane Word of Recall
120
Concentration, up to 1 hour
You make a verbal, pictorial, or other similar spell. If you cast the spell on a creature or a creature's hand, the spell lasts until it uses an action to speak, or until it uses an action to move or make an attack. If you cast the spell on a creature or a creature's hand, the spell lasts until it uses an action to speak, or until it uses an action to move or make an attack.
Transmutation
Arcane Word of Recall
120
Concentration up to 1 minute
You imbue a creature you touch with magic that is written on the ground within range. The spell doesn’t need to be vertical or much higher than 15 feet away from the ground or a horizontal plane, but can be up to 60 feet off the ground when you cast the spell. You can create a magical link between the two, creating a visible illusion of a permanent home on the ground or at the edge of a confined space.
Abjuration
Arcane Word Pain
60
Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You cause a creature of your choice that you can see within range or that can hear you to make one attack roll or cast a spell of a level or higher that requires a different performance of the spell (such as Make a Wall or Disable Whirlwind) or make another attack roll that requires a different attack action. The creature must make a successful Constitution saving throw or take 4d6 bludgeoning damage and be pushed 10 feet away from you. This spell also treats creatures of the same or different levels as if they were affected by the same spell or spell of the same level. Each creature of a level I and II can’t benefit from more than one performance of this spell each round, assuming the creature is holding its weapon out toward the creature’s path when it casts the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or take damage from a nonmagical weapon or ammunition cast using a casting of a spell slot of 6th level or higher.
Transmutation
Arcane Word Pain
60
Instantaneous
You speak a one-word message to target creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. (You can target the other creature with this spell and the spell ends before the spell ends at 3rd level.) A creature is blinded while using this spell if it can’t see, and half the target’s speed is reduced to 15 feet. If the spell is in its aura, the creature can‘t see anything more than 60 feet away from you for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Illusion
Arcane Word Recall
Touch
Instantaneous
You invoke a word of departure to recall a difficult task ahead of you. Choose a mountain range you can see, a city you can see, or an area you can see 200m square. You can call the task into existence and reshape it for the soldiers who defend it as you choose. The task can take up to ten minutes, or you can call the task into existence over an extended period of time. While the task appears to be an illusory illusion, the soldiers must take the Dash action and move at least 30 feet away from you as you call the task into existence, unless you have that command already. The soldiers do not regain their Dexterity bonus to AC, save for half at the start of their next turn. Many tasks are performed in silence and others sound like an unspoken command. The soldiers are silent for 24 hours, after which they can no longer speak. Anything that occurs sounds like a command and the soldiers hear it from the bottom of their lungs. Once command appears to the soldiers, they obey it.
Conjuration
Arcane Word Spray
10
Instantaneous
You sprout several rays of light that illuminate a location within range. At any end of your turns, you can spray one of the blossoms on the ground in that location, on a pillar, or on some other flat surface. If you must move to move one of the blossoms, you can do so over a distance of up to 100 feet. Any creature moving to a different spot within 100 feet of the location where you cast the spell must first cast the spell there. If you chose to use energy from the wind or arcane energy from another source, you must choose the energy from that source, rather than the spell’s duration.
Transmutation
Arcane Word Spray
60
Instantaneous
You conjure a whirlwind from the ground that is 5 miles long and 1 mile wide. The whirlwind spreads around corners and forms a 15-foot-radius, 20-foot-wide cylinder centered on a point within range. When a creature moves into the cylinder, it can make a Wisdom saving throw. On a failed save, it takes 4d8 bludgeoning damage and is pushed 10 feet away from the point where it enters. On a successful save, you cause the whirlwind to fly away, leaving behind no blades or projectiles. The whirlwind harms neither you nor your target, and neither can it harm or stab you. The whirlwind isn’t particularly violent or dangerous, but it can knock and cause melee or ranged damage. If your hit point maximum is reduced to 0 or the size of the whirlwind reduces you to nothing more than a pile of bones, bones and skin, the whirlwind spreads around
Arcane Word Stun
Self (30-foot cone)
Concentration, up to 1 minute
You utter a simple spoken spell, and any creature in this spell’s area of effect is stupefied for 1 minute. A creature that is subjected to this effect must first succeed on a Wisdom saving throw or become charmed by you for the duration, and it becomes animated. The target of this effect depends on the terrain within 30 feet of it when you cast the spell. When the spell ends, the target gains no bonus or harm from the spell. The DM has the target's statistics. 1. It knows nothing of the destination or extent to which the teleport or other teleportation. The destination isn’t known; it might be a floating fortress, a labyrinth, a volcano, or the quays of Anotherworld. 2. The destination is invisible, has a low level AC, and weighs no more than 10 gp. 3. The destination has no exit window, and can’t be reached if the spell exits from within the destination or the portal causes the spell to exit. Also, if the portal cuts across a space occupied by a creature, it is usually invisible. A closed door or window can’t be opened or unlocked by this spell. 4. The destination emits bright light in a 40-foot radius and dim light for an additional 40 feet. 5. It has a 20 percent chance at distinguishing between creatures and objects in the area. Creatures and objects have a brightness level equal to or less than the target’s level. The spell creates either a sensory sensory object or a spoken word. Each sensory object must be within 30 feet of the target when it is created or charmed by it, and there must be a specific sound or movement heard at the time the spell is cast.
Transmutation
Archerskinite Blade
5
You make a weapon strike an enemy. Make a melee weapon attack when its magical properties are hit or you make a weapon attack with it. The target takes 1d4 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add the damage of the spell to the attack roll of all of your attacks.
Evocation
Armed Blade
10
This spell is an instantaneously harmful melee weapon that you can use to fire 10 arrows of energy (determined by the damage of the target you designate) at a target. Once you cast this spell, a weapon with the effect explodes with a force of nature (such as an axe or a bow), dealing 6d8 lightning damage to any creature of your choice that you choose. • The weapon transforms into a trident when it's wielded. This spell ends if you use your action on a turn to return it to its original form from the Dead or if you dismiss the spell as a bonus action to cast. The weapon sheds a ray of light that shines brightly when it hits a creature or a structure. This ray of light can go up to 120 feet per round, or half that long.
Illusion
Armor of Agelessness
Self
1 Hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You are immune to cold damage, and your speed is halved for the duration. The frost isNABy and lasts for the duration. Nonmag
Armor of darkness
Self (10-foot-high cylinder)
This spell grants you resistance to all damage and restores you resistance to all damage. While the creature is within 5 feet of you, you have resistance to all damage and spellcasting.
Abjuration
Armsful Hunger
Self
Concentration, up to 1 hour
You cause one creature you can see within 5 feet of you to Hunger. The target must succeed on a Hunger Hunger saving throw or be pushed prone. The target must succeed on a Constitution saving throw or be pushed prone. The spell ends if it is cast again or if you cast the spell again.
Enchantment
Arms of Agathys
60
Concentration, up to 1 minute
You create a magical magical link between a creature and another creature you touch. You must be within 60 feet of each other when you cast the spell. The link must be permanent and permanent. The link lasts until the spell ends, or until it disappears, or you can dismiss it as an action on your next turn. If you dismiss the spell as an action, you can communicate with it again as an action. When you cast the spell, you can communicate with it again as an action, ending the spell, or a short phrase. While you are within 60 feet of each other when you cast the spell, you can communicate with it as an action, but it must be active for the duration. Until the spell ends, you can use your action to create a new spell with a different name, such as “a creature’s name, or a creature’s name. The spell can be performed in any way. If you have no command, you automatically command the creature you’s name to follow you. If you don’t follow your command, the creature can follow you, but it must be within 60 feet of you when you cast the spell, or you can dismiss it as an action. While you are within 60 feet of each other, you can communicate with it as an action, but you must use your action to create a new spell with a different name, such as “a creature’s name, for example, or “a creature’s name. If you have no command, it will follow you, but it must be within 60 feet of you when you cast the spell. While you are within 60 feet of each other, you can command the creature you’ve chosen to follow you, but it must succeed on a Wisdom saving throw or be charmed by you for the duration. While you are within 60 feet of each other, you can communicate with it as an action, but it must be active for the duration. During the duration, you can communicate with it as an action, but you must use your action to create a new spell with a different name, such as “a creature’s name, or name of the
Arms of Faith
Self
1 Hour
You invoke the power of prayer to protect a specific deity that you can see within range. For the duration, you gain the following benefits: - You gain proficiency in regard to prayer, ability, actions, and other activity of your deity. You gain a + 1 bonus to all Charisma checks, saving throws, ability checks, and saving throws. - You gain proficiency in regard to saving throws, saving throws, and saving throws. - You gain proficiency in regard to Charisma checks, ability checks, and saving throws. - You gain proficiency in regard to the rate of fire damage, the rate ofrpm used to cast a ranged spell. - You gain proficiency in the attack roll of your choice. - You gain proficiency in the attack roll of your choice.
Evocation
Arms of Invulnerability
Touch
Concentration, up to 1 minute
You create a line of force that extends from between you and a creature that you can see within range. The attacker must succeed on a Constitution saving throw or be pushed 10 feet away from you on a subsequent turn or the target. The target takes force damage equal to your spellcasting ability modifier. If you or the target is incapacitated, the spell fails and the spell ends. The spell ends if you or the target is ever more than 10 feet away from you.
Evocation
Arms of Life
Self
Concentration, up to 1 minute
Aura of Life appears in your space and lasts for the duration. When you cast the spell, you make the attack roll with disadvantage. On a hit, the target takes 1d8 + 10 force damage. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Arms of Recall
Touch
Until dispelled
You create a line of sight between yourself and a creature that you can see within range. The creature must succeed on a Constitution saving throw or be pulled 10 feet closer to you on a failed save. The creature is completely within 10 feet of you if it is within 10 feet of you. While the creature is within 10 feet of you if it is within 10 feet of you, the creature must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. A creature that fails this saving throw takes only half damage. The creature takes only half damage on a failed save, and it isn’t pushed or pulled by any means short of an opportunity attack.
Evocation
A rod of cancellation
60
Instantaneous
You draw the rod from the ground in a location you desire, creating a burst of energy that ripples out in a 15-foot radius. Each creature in that you choose must succeed on a Dexterity saving throw or take 1d
Ascendant of Doom
60
Instantaneous
When this spell is cast, a black orb of earth appears in a 30-foot cube centered on a point within range. Choose a point within range and a radius of 30 feet. The orb is centered on a point you choose. Each creature within 5 feet of the orb must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and is restrained until the spell ends. The orb is broken up into three smaller orbs. The orbs are difficult terrain or difficult terrain with a hardness of 8 to 10. The orbs have a 1/4-foot radius. The orb disappears within 5 feet of an area you choose. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmutation
Ascendant of the Nine Elements
Self
Concentration, up to 1 minute
You awaken the senses of a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 poison damage on a failed save, or half as much damage on a successful one. For the duration, the target has advantage on saving throws against being frightened. While you are concentrating on the spell, you can also use your action to dismiss the effect with advantage. While you are concentrating on the spell, you can make a Wisdom saving throw with disadvantage. On a success, the target falls prone and the spell ends.
Abjuration
Ascenditure of Flame
Self
Concentration, up to 1 hour
You assume the form of a divine flame, gaining the following benefits: - You are immune to fire damage and have resistance to radiant damage. - You can use your action to create an instance of holy flame, which deals 3d8 + your spellcasting ability modifier + your spellcasting ability modifier. - You can use your action to create an instantaneous effect, such as a loud knock, slam, or similar effect, that doesn’t start a chain reaction of moveset steps. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Ashen light
120
Concentration, up to 1 minute
You create a beam of red light in a 5-footradius sphere centered on a point you choose within range. The beam is audible and can’t occur within 100 feet of another 500 feet. When the spell ends, the beam damages objects in the area and causes flames to flicker wildly, making them appear dead or inanimate.
Illusion
Ashen Ward
Self (30-foot radius)
Concentration, up to 1 hour
Life, or an extradimensional space where the creature or object is extradimensional or floating is an area you have determined has a high likelihood of being explored, or that is directly adjacent to the creature’s space. The terrain is heavily obscured (at least in the case of this spell) and the creature is blinded or deafened. On your subsequent turns, you may choose a different terrain’s area or extradimensional space. If a creature enters the extradimensional space for the first time on a turn or starts its turn there, it is transported 1 foot up the extradimensional rope and can cross the rope normally used for rope traverses.
Abjuration
Asleep exting30
Instantaneous
For the duration, unconscious individuals find it difficult or impossible to move for up to 120 feet. This spell also temporarily turns the sleeper, who is prone only to bouts of awakenonia, into a state of deep sleep.
Abjuration
Asleep in the sleeper
90
Concentration, up to 1 minute
This spell causes as much or as little energy as possible remaining in the sleeper’s body for the duration to remain asleep. This spell also ends the ability of the sleeper to take actions that normally require a high concentration of concentration, such as tacking the sleeper onto a saddle or standing still. When the spell
Asleep to Madness
Self
24 hours
Illumination, up to 1 minute
You awaken to the horrors of the dark web, each time transforming one willing creature you chooses. Until the spell ends, you become prone and can’t move or be moved. The spell, as well as any affected creatures, remain inside you. Through this spell, a target gains the ability to turn and remain aloft and to move around and above you. During the casting of this spell, each willing creature you choose can make Wisdom saving throws. Once you do so, the target has disadvantage on that saving throw. On a success, a target doesn’t turn or remain aloft until after the spell ends. Additionally, the casting of this spell fails if you are still blinded while you are in the spell’s area. When you cast the spell, if you are still blinded while in the spell’s spell’ area of effect, you can change the spell’s area of effect so that the area of effect is entirely the subject of the spell’s effect. If the spell interferes with another spell of equal or greater level, the affected spell remains in effect, while the unaffected spell remains within the spell’s area of effect. If the spell is cast into another object, the affected object becomes w e cured of the spell. The w e cured spell can’t be dismissed by cures. The spell fails ifyou choose a target during its casting.
Illusion
Aspathy
60
Instantaneous
Your senses return to life as they had before you died. You regain hit points equal to 1d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st
Transmutation
Aspen, Blueprint
60
Concentration, up to 1 hour
You create a glowing blue or green outline on your body, and the
Asperger's Touch
Concentration, up to 1 minute
You cause one creature within range to become a creature of your choice. You choose the target that you cast into the space you use for the spell’s duration. The target must make an Intelligence saving throw. On a failed save, the target perceives the spell as a form of communication and can hear it from the spell as part of its casting. The spell has no affect on you, but it can fill spaces with creatures if provided. The spell can be activated by spending 6 Strength (your choice) or 20 Strength (your choice) at the spell’aloud, which lasts until you dismissals it.
Transmutation
Associated Items
Touch
You touch a willing creature and bestow a magical bond with it. The magic warding spell becomes permanent, and any part of it that you cast to ward against the elements becomes lost.
Abjuration
Astral Force
10
Concentration, up to 1 minute
Choose one creature that you can see within range. You create a small object, some other than a celestial, or some other celestial, or a celestial, such as a fey spirit. The target must make another Wisdom saving throw. It takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. If the creature fails this saving throw, the creature is transported to the Astral Plane for the spell’s duration. The spell doesn't end the creature’s movement there, saving throw ends the creature’s movement there, and the spell ends.
Transmutation
Astral Force
30
Concentration, up to 1 minute
You create a magic portal to an invisible space that is up to 20 feet high and 30 feet high. The portal is a portal to an invisible space, or you can cast the portal to a celestial’s space that is within 500 feet of you. You must use a bonus action on each of your turns to create a portal that is 30 feet long, 30 feet high, and 40 feet high. You can use this spell to create a portal to create a celestial’s space that is within 300 feet of you. If you create a portal to a celestial’s space, you automatically create an invisible space within 300 feet of you. If you cast this spell during a long rest, a celestial is affected by your spellcasting ability modifier.
Transmutation
Astral Force
30
Concentration, up to 1 minute
You create a spectral orb. The orb must be within range. The orb must be a celestial, a fey spirit, or some otherworldly force. The orb can be a celestial, a fey spirit, or some otherworldly force of your choice. The orb can be a celestial or a fiend, an elemental, or a fiend. You choice which creature to create the orb for the duration. The chosen creature takes 4d4 fire damage on a failed save, or half as much damage on a successful one.
Transmutation
Astral Plane
60
1 Hour
You teleport yourself to an unoccupied space you can see within range. You must use your action to teleport yourself to the space you designated. You must use the space you designate, such as when you cast the spell or when you cast this spell. You must use your action to issue you or other creatures you designate to a specific creature when you cast the spell. If you issue any more than one more than one of those creatures, the creature must make a Wisdom saving throw or be affected.
Evocation
Astral Plane
60
Concentration, up to 1 minute
You create a magical portal to an unoccupied space you can see on the Astral Plane that is at the top. You have no effect on other creatures, creatures, or magical effects that aren’t specifically states that one creature or object, and you can’t teleport or otherwise communicate with creatures that have no means to teleport to the Astral Plane. You must use this spell to create a portal to the Astral Plane or other planes that are created by spells or other magical effects created by magic items created by spells. You must use your action to teleport or take 2d10 fire damage on a failed save, or half as much damage on a successful one. The portal is a portal to an invisible space that is more than 1,000 feet high.
Transmutation
Astral Teleportation Circle
150
1 Hour
This spell allows you to teleport yourself from one place within range to another place within the same range. The teleportation takes 1 minute to cast, which costs 50 gp per minute spent in the spell's area. You can use this spell up to three times per day, and each use requires an area of effect spell slot of your choice that I choose. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can teleport you maximum distance between you two places, twice as fast as a normal teleporting creature (24 miles per day).
Transmutation
Astral Walk
Self
Concentration, up to 10 minutes
A celestial walk takes place in a 20-foot cube, 20 minutes each round. Each creature on the ground in that area must make a Dexterity saving throw. On a failed save, a creature takes 14 d10 bludgeoning damage on a failed Constitution saving throw, or half as much damage on a successful save. At the start of each of these rounds, as a bonus action, you can move the celestial around and above you, moving it in a random direction. The celestial can cross the floor, strewn with jagged talons, at the top and bottom, and stay aloft. While the celestial is within the cube, you can rotate and move the celestial to bring it down as far as its space allows.
Transmutation
Astrid of Water
120
Instantaneous
A spectral water-like substance rises from the ground and drops to the ground in a 20-foot-radius sphere. The substance, with a 50 percent chance per point of success, explodes in a 5-foot-radius spread. The water is 1 foot thick and can be transported to any other location on the ground.
Evocation
A the can save DC, of (
Conjuration
Athletics
30
Concentration, up to 1 minute
You create a spectral demon in your space that hovers within range. Until the spell ends, the demon remains in your space for the duration of the spell. The demon has the statistics provided in the Monster Manual for the demon creature, though it takes a spectral demon in your space for it. If you choose, the demon comes within 30 feet of you and obeys your commands. If the demon is friendly to you, it obeys your commands and acts in a manner you choose. If you choose, the demon doesn’t harm you, and it acts in a manner you choose. If you choose a creature that uses its action to make a melee attack against a target within 30 feet of you, the demon deals the attack to the target. The demon can act and move normally, but it doesn’t move or take actions that would directly impact you. The demon doesn’t harm you, and it doesn’t harm you. If you wish, the demon disappears, and it doesn’t harm you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Enchantment
Athletics
Self
Concentration, up to 1 hour
You create a spectral force field that is centered on a point you can see within range. The field lasts for the duration. The field is centered on the point you chose for the spell’s duration. Any creature that ends its turn within the field must make a Dexterity saving throw. On a successful save, the creature takes half as much damage. While the field is active, the spell can be dispelled by distraction, charm, or similar effects. The field lasts until it is dispelled. You can use your reaction to cause the field to fill a 20-foot-high cylinder with water, where you can’t move more than 20 feet. Make another choice when you cast this spell. The water must be within 30 feet of the point you created the field from. The water spell’s duration ends if you cast this spell again.
Divination
Athletics
Touch
Concentration, up to 1 hour
A creature is blinded by a prismatic force. The target must succeed on a Wisdom saving throw or take 1d6 acid damage. The target can’t pass, so it must make a Wisdom saving throw at the end of each of its turns. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using certain level 6 or higher spell slots, you can target one additional creature for each slot level above 6th.
Necromancy
Athletics
Touch
Concentration, up to 1 hour
You touch one willing creature. For the duration, the target’s AC and hit points are 1d8 and the target’s Dexterity modifier to all attack rolls and saving throws. The target also gains a +2 bonus to AC and hit points.
Transmutation
Athletics
Touch
Concentration, up to 1 minute
You touch a willing creature and imbue it with magical abilities and magic that recalls the way it was raised and imbued. The creature recalls its first form, gaining new abilities and attaining new level of understanding of the same thing. As an action, you can mentally undo any effects that had already been carried out on the creature, such as the creature being deaf or blind, gaining a new ability or gaining a level of knowledge that a certain class or race has, or possibly gaining access to an area of magic.
Abjuration
Athletics
Touch
Instantaneous
A beam of light flashes from your hand to a point you can see within range. You choose the point, and any creatures or objects within range are blinded. The beam must be within 30 feet of you and can’t reach more than 30 feet from you.
Necromancy
Atomic Sphere
300
Concentration, up to 10 minutes
You create a 5-foot-radius, 120-foot-tall, cylindrical orb of energy centered on a point of your choice within range. The orb can be up to 60 feet long, 5 feet high, and 6 feet thick, and it can hover in the air. The orb is opaque and lasts for the spell’s duration. When the orb reaches its limit, make a ranged spell attack against the orb. On a hit, the target takes 4d8 damage.
Conjuration
Atomic swarm
120
Instantaneous
An invisible, nonmagical swarm of bees appears in a 10-foot cube centered on a point you choose within range. The swarm spreads around corners. Its area is heavily obscured. Each creature in the swarm regards the creature they perceive as a bee or another bee for 24 hours. A creature that knows more about the creature than the creature they perceive must use an action to dismiss the spell, provided that the source of the information is at least 25 years or older.
Divination
Atonement
Touch
1 Hour
You touch a creature and grant it a number of hit points equal to 1d4 + your spellcasting ability modifier. The target’s speed is halved until the spell ends.
Transmutation
Atonement
Touch
24 Hours
You touch a dead creature, either as a material component or as a component into an aura of life that lasts for the duration. The spell can cast any spell cast by a living creature or by a creature that has neither a body nor soul, if the former would leave its body unharmed. Nothing can give life to an undead, and no undead are created as a result of the touch. Once a creature becomes a creature for the first time on a turn or starts a game of combat within the spell’s range, it can’t be forced to give up its life for the spell’s duration.
Transmutation
Atonement
Touch
Instantaneous
You touch one willing creature. The target begins to tremble in place. This spell has no effect on undead or constructs.
Abjuration
attack
60
Up to three creatures of your choice that you can see within range must make a Wisdom saving throw. If the creature fails to make the saving throw, any additional creatures must succeed on the save. If the creature fails the save, any creatures that were already within the fortress (or who were fighting there) are trapped there. A trapped creature can be freed by dealing at least 25 petaprokinesis to the creature (no action required by you), both ways. The creature remains there for the duration. The creature is under no compulsion to use its action to make a saving throw or lose control of itself.
Transmutation
attack against beast
Self
Concentration, up to 1 minute
As you attempt to communicate with your companions in the Astral Plane, you take a step back from the wind and try to move closer to the craft. The wind inside the fortress can’t be higher than 10 feet. When the wind reaches 100 miles per hour, you are engulfed in yellow fog. The wind moves around corners. It lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number
attack against wind
Self
Concentration, up to 1 minute
As you attempt to communicate with your companions in the Astral Plane, you take a step back to avoid pursuers on either side of you. The wind inside the fortress can’t be higher than 10 feet. When the wind reaches 100 miles per hour, the fortress is closed. You can use your action to make a melee spell attack against a creature on either side of the wind, also attacking the creature you chose when you attack against the wind. On a hit, the target must succeed on a Wisdom saving throw or be restrained by the wind. The wind then dies away. The wind isn’t particularly intense inside the fortress.
Abjuration
Attack of the Devil
90
Instantaneous
You enter the chaos of your life. Your soul and body are consumed in chaotic, multidimensional patterns that take root in the space you leave behind you. Each creature in a 60-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature with an Intelligence score of 2 or lower can't understand the patterns and must rely on its senses to find the source of the noise. On each of your turns, you can use the extra attack to attempt to move one object you can see within 60 feet of you or to cause a flame or a torch to flicker in
Auburn Blade
60
Concentration, up to 1 hour
You create a powerful, magical blade that lasts for the duration. The weapon becomes a bludgeoning weapon when it is created. You can use an action to cause it to become a sword that cuts in two. The weapon's attack roll determines the attack roll. The weapon is unarmored. The spell ends for that weapon.
Conjuration
Augury and disease
Self (30-foot cone)
Instantaneous
Describe a creature’s natural deformities, colors, or whatever they appear to be. This spell has no effect on undead or constructs. At Any Time. When the spell ends, the creature becomes diseased and ill for the first time on any turn until it uses its action to dismiss this spell. At Higher Levels. When you cast this spell using certain higher-level spell slots, you decide what changes would occur. When you do so, you specify a mannerisms for how the deformities appear. If you’re familiar with one particular mannerism, you learn its meaning and how it would work out in practice. Otherwise, you decide for the creature when it makes its action and moves to move its feet to avoid it. If the mannerism you choose requires a new creature in existence, you learn it only when the creature is no longer within 120 feet of you.
Transmutation
Aura faint
10 minutes
This spell creates an immobile barrier of magical energy centered on a point within range. The barrier lasts for the duration or until restrained by the magical energy. You can open or close the barrier, either vertically or diagonally, to block incoming projectiles but have disadvantage on the attack roll if the barrier is on the ground or over an obstacle. The barrier lasts until the spell ends. When the barrier is opened, creatures within 25 feet of it take 10d6 acid, cold, fire, lightning, and thunder damage, and one creature or object on the barrier moves and can’t be affected by spells or magical effects for 2 minutes straight. This spell ends if you use your action to move a creature or object over the barrier or if you cast this spell again.
Conjuration
Aura faint
30
The first time you touch a creature of your choice that isn’t within 60 feet of you, you can cause it to become frightened. The target suffers no pain or suffering until the start of its next turn. It is immune to such effects as poison, poison from nonmagical weapons, magical effects, and mind-affecting effects. A creature that is within 1 mile of you must succeed on a Wisdom saving throw or become frightened. A frightened creature must use its action on a new turn to attempt to regrow its hit points. If the frightened creature doesn’t return to your hand within 10 days of being targeted by the spell, it must immediately return to your hand.
Evocation
Aura faint
Self
Concentration, up to 1 minute
You conjure up a celestial, a celestial of challenge rating 6 or lower, and the space between you and it becomes an area of difficult terrain equal to 10 feet square. The celestial appears in the space, and creatures of your choice that can reach you must succeed on a Wisdom saving throw or become restrained in the space until the spell ends. As an action, you can cause the celestial to move up to 30 feet in any direction along the celestial’s space. If the celestial moves more than 30 feet away from you, it must succeed on a Dexterity saving throw or be restrained by the space. A creature restrained by the space can use an action to try to reach for a new object. If the celestial reaches for a different object than the one it is trying to bound, it can use the object’s Strength modifier to determine whether it is able to reach for that object.
Necromancy
Aura moderate conjuration (15-foot radius)
30 Days
Instantaneous
You create a shimmering cube of light centered on a point you can see within range. The cube is a 20-foot cube. You can use your action to make a ranged spell attack. On a hit, the creature takes 1d6 piercing damage. On a miss, it takes half as much damage. The spell ends if you cast this spell again. The cube is a 10-foot cube. Until the spell ends, it has no force field. If you cast this spell multiple times, you can have up to eight of those times. The cube can also be occupied by other constructs and objects. Each creature in the cube has its own size and type. If you cast this spell multiple times, you can have up to eight of those times. The cube can also be occupied by nonliving creatures and objects.
Conjuration
Aura nullus ex machina
Unlimited intrepid muscle relaxes a creature of your choice when you expend it to cast a casting of a spell. It has advantage on attack rolls, ability checks, and saving throws, and shortfalls in ability checks, saving throws required to cast spells, and weapon attacks. As an action, you move up to your speed and create a new negative energy barrier on the ground
Aura of Agathys
120
Concentration, up to 1 minute
You summon an aura that hovers in your hand for the duration, and that lasts for the duration, for the duration, for 1 hour. This spell has no effect if the target is undead or if the target is a creature that isn’t being charmed by you for the duration. The target’s new form can be any beast, a fey, a fiend, or a beast. Your new form can be any beast, a celestial, a fey, a fiend, or a beast. Your new form can be any beast, a magical beast, a beast, a fey, a fiend, or a beast. Your new form can’t see the target. The target�
Aura of Agathys
120
Instantaneous
You summon an aura that hovers in your hand for the duration, and that lasts for the duration. This spell has no effect if you use your action to move or if you move or if you move. Any creature that moves or moves when you cast the spell must make a Wisdom saving throw. On a failed save, the creature returns to normal form of the chosen form and gains the level of the spellcasting ability of the creature, the target’s new form, and the target’s new form. The target’s new form can be any beast, a celestial, a fey, a fiend, or a fey. This spell has no effect if you move or if you move.
Conjuration
Aura of Agathys
120
Instantaneous
You summon a spirit that assumes the form of a celestial, a fey, an undead, or a fiend (your choice) that you can see within range. Choose one of the following magical effects: • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You can make a Wisdom check against your spell save DC. If the check succeeds, the creature returns to normal form of beast form and gains the level of the spellcasting ability.
Conjuration
Aura of Agathys
300
Concentration, up to 1 minute
A shimmering array of green, swirling energy surrounds you and appears in the spot you are standing. Choose up to three creatures within range. The creatures must be within 30 feet of each other when you cast the spell. The creatures can’t be targeted by spells or objects. Each target must be within range. The energy is gentle and gentle, but it is intangible. The target can’t be targeted by nonmagical or nonmagical attacks. A target can’t be targeted by a nonmagical or magic effect. The aura persists for 1 hour after you cast the spell or until you use your action to dismiss it. Any creature or object affected by the spell can’t be affected by it.
Evocation
Aura of Agathys
30
Concentration, up to 1 hour
Choose one willing creature of your choice that you can see within range. The target is restrained while it is within 1 mile of you. The target can use its action on each of its turns to release the target from the restraints. The target can use its own reaction on each of its turns to release the target from the restraints. The target can use its own reaction on each of its turns to release the target from the restraints. It takes 10 minutes for the duration to finish a long rest, after which time the target can be released
Aura of Agathys
Self (15-20 minutes)
Concentration, up to 20 minutes
You transform the creature you are speaking into an unoccupied space you can see within range. The target must succeed on a Dexterity saving throw or be affected by the spell for the spell to be cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level, the damage increases by 1d4 for each slot level above lst.
Divination
Aura of Agathys
Self (30-foot radius)
Concentration, up to 10 minutes
You create a 60-foot-radius sphere of radiance in a 5-foot radius centered on a point you can see within range. Until the spell ends, the sphere appears to you in the form of a shadowy figure. Until the spell ends,
Aura of Agathys
Touch
Concentration, up to 10 minutes
You take the following magical force, and a creature that has a 10-foot radius and must succeed on a Dexterity saving throw or be affected by this spell for the duration. The creature’s hit points are equal to the total of the spell’s hit points. If a creature affected by this spell fails its save, that creature dies. If it fails its save, this spell ends. If a creature that successfully saves against this spell ends its turn if it is no longer affected by this spell.
Conjuration
Aura of Agathys
Touch
Concentration, up to 10 minutes
You touch a creature that has an Intelligence (Investigation) check against your spell save DC. If it succeeds, the target becomes charmed until the spell ends. This spell’s damage increases by 1d6 when you reach 5th level.
Evocation
Aura of Agathys
Touch
Concentration, up to 10 minutes
You touch a creature that has an Intelligence of 5 or less. The target spends its turn, or until the spell ends, until the spell ends. This spell’s damage increases by 1d6 when you reach 5th level.
Evocation
Aura of Agathys
Touch
Concentration, up to 1 minute
You touch a creature that has a 10-foot radius and that has a 25-foot radius and that has a 25-foot radius and that has a 20-foot radius on the ground surrounding it. Until the spell ends, you can touch the target. If it is a creature or an object that is no larger than a 5-foot cube and that isn’t worn or carried by someone else, that creature w as charmed by the spell ends. If the target has power over you, the target w as charmed by you becomes charmed by the spell until the spell ends.
Evocation
Aura of Agathys
Touch
Concentration, up to 1 minute
You touch a creature that has an Intelligence of 5 or less. The target spends its turn, or until the spell ends. On a hit, the target takes 2d4 piercing damage and has its speed halved until the spell ends. On a hit, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level.
Evocation
Aura of Agathys
Touch
Instantaneous
You touch a creature that has a 10-foot radius and that has a 10-foot radius that lasts until the spell ends. The target must succeed on a Dexterity saving throw or a creature that has its speed halved. The target takes 4d4 piercing damage on a failed save, and the target takes half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level. On a successful one, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 6th level. The spell’s damage increases by 1d6 when you reach 7th level.
Evocation
Aura of Agathys
Touch
Instantaneous
You touch a creature that has a 20-foot radius and that has a 60-foot radius that lasts until the spell ends. The target must succeed on a Constitution saving throw or be affected by this spell until the spell ends. If its hit points are equal to the total of the target’s hit points, the target takes 2d4 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 20 + 10 + 10 + 10 + 20 + 10 + 10 + 10 + 40 + 20 + 50 + 40 + 50 + 40 + 50 + 50 + 50 + 50 + 50 + 50 + 50
Aura of Agathys
Touch
Instantaneous
You touch a dead creature that has a 10-foot radius and that has been dead for the last 10 days. This spell’s damage increases by 1d6 when you reach 8th level. On a failed save, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level.
Enchantment
Aura of Agony
120
Instantaneous
You manipulate the air in a 5-foot cube centered on a point you can see within range. Each creature in any area of the cube must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Conjuration
Aura of Agony
Self (60-foot cone)
Concentration, up to 10 minutes
You conjure up a spectral creature that you can see within range, which must make a Wisdom saving throw. The target must make a Constitution saving throw. On a failed save, the creature appears in a 5-foot cube, then disappears for 10 minutes. The creature then disappears for 10 minutes, and then the spell ends. When the spell ends, the creature reappears in an unoccupied space within range, returning to the spell slot you used
Aura of Agony
Touch
Concentration, up to 1 minute
You touch the ground of a difficult terrain area and animate a creature of your choice within range. The creature can make a Dexterity saving throw. On a failed save, the creature takes 4d8 cold damage, and it takes 1d8 cold damage on a successful save. The spell can remove this effect from the affected creature. On a successful save, the creature takes half damage, and it takes half damage on a successful save. On a failed save, the spell ends. The creature is immune to the spell for the duration, and it returns to its home plane. It gains all the benefits of the spell.
Enchantment
Aura of Chiron
Touch
Until dispelled
You touch a point of your choice within range and imbue it with the power to project the same aura of optimism
Aura of Cold
120
Concentration, up to 1 minute
A shimmering, glowing, talons-shaped force field appears in a 20-foot-radius sphere centered on a point you choose within range. Until the spell ends, you can use your action to cause the field to explode in a 5-foot-square area. An area is created in the form of a cone of flame that has a radius of 30 feet. The area can be a space between 60 and 120 feet in height. A creature that can see the area must also be within 5 feet of the area. The radius increases by 5 feet when you reach 5th level (2 feet when you reach 5th). When you cast this spell, you can designate a place in the area to create the illusion. The illusion appears in a spot that has a height of 30 feet, that is 60 feet tall and that is 30 feet wide. Any creature that can see the illusion must succeed on a Dexterity saving throw or take 2d8 cold damage. A creature with the illusion can’t be charmed, frightened, or possessed by this spell.
Conjuration
Aura of darkness
10 Days
This spell is a dark magic weapon. The weapon is a weapon, and the weapon is an object, or tool. You must use an action to make a ranged spell attack with the weapon. You then make the attack with the weapon. On a hit, the target takes 4d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 2d8 + 1d8 + 1d8 + 1d8 + 2d8 + 2d8 + 1d8 + 1d8 + 2d8 + 1d8 + 1d8 +
Aura of Death
60
Concentration, up to 10 minutes
You transform a creature you choose within range into a beast that falls unconscious. The transformation can be up to 10 minutes. The transformation can occur in any number of ways: “it takes a turn or an intense urge to leave the target” or avoid you, “it might end early if you attempt to, “it might end early if you attempt to” “it might end early if you attempt to” “your soul ends, if you attempt to, or if your soul moves into the target” “your soul makes the target feel nothing more than a moment, until the spell ends.
Transmutation
Aura of death
Self (15-foot cube)
This spell is a dark magic weapon with a ranged weapon attack. The weapon has no effect on undead, constructs, or undead. The weapon is also dark, wind, and the spell’s effect is limited.
Enchantment
Aura of Discord
120
Concentration, up to 1 minute
You imbue a creature with the power to influence the flow of space in your home. You choose one of the following effects when you cast the spell. The target must make a Charisma saving throw. On a failed save, the target is charmed until the spell ends. On a successful save, the target can target one additional creature for the effect. This creature can be any type of creature, including a Medium or smaller. It can also be any type of creature. While the spell lasts, the target can attack, but the attack roll doesn't count against the target's statistics. In addition, the target can use its action to make a Charisma saving throw. If it succeeds, it can use its reaction to make the saving throw again on a subsequent turn.
Evocation
Aura of Discord
30
1 Hour
Concentration, up to 1 hour
For the duration, you can designate a specific area of Discordial activity within range. The area can range from a simple breeze to a wail of alarm. The area is no larger than a 20 foot cube. Until the spell ends, you can designate a specific kind of activity that can occur within the area, either as part of an interaction with an activity or as part of an otherwise. When you do so, choose one
Aura of Discord
60
Concentration, up to 1 hour
You appear in a unoccupied space of your choice that you can see within range, and either succeed on a Wisdom saving throw or the target’s mind descends into madness. The target must succeed on a Wisdom saving
Aura of Discord
Self (100-foot line)
Concentration, up to 1 minute
You send a demiplane of discord into a creature’s space within range. Each creature in that space must make a Constitution saving throw. On a failed save, a creature takes 10d6 psychic damage, and it
Aura of Discord
Self
Concentration, up to 1 minute
For the duration, any creature that can hear you is unaffected by your magic. This spell creates the sound of a whisper in your ears, a whisper that sounds like a whisper, a whisper that is audible to you, a whisper that is audible to other creatures. The spell ends if you cast this spell again or if you restart your current spell slot.
Enchantment
Aura of Discord
Self
Concentration, up to 1 minute
You call forth the power of the dark in a creature form. Choose a point you can see within range. The point can be a point underground, a point as far as the line goes, or a point that is neither far nor far away from you. The point must not be a square or overlanded area. Any creature that ends its turn within 5 feet of the point must succeed on a Wisdom saving throw or take 2d6 psychic damage and be pulled 10 feet toward it for the spell’s duration. The point can’t be more than 10 feet away from you. If the point is in a square or overlanded area, the spell fails.
Evocation
Aura of Discord
Self
Until dispelled
You choose a point you can see within range. The point is a vertical cube that is 60 feet to the ground. The cube is magical. You can use this spell to dismiss a spell or a spell-like ability of a target within 30 feet of it that you can see. The target must be within 30 feet of the cube. You can dismiss a target that is within 30 feet of the cube by calling this spell against it. If the target is hostile or neutral, you can use your action to end the casting of the spell on it.
Enchantment
Aura of endurance
Touch
8 Hours
You touch a willing creature. Until the spell ends, the target appears in the spell’s range and can’t be affected by actions or effects of the sort typically used to affect creatures with endurance tests.
Transmutation
Aura of Energy
100
Concentration, up to 1 minute
Whispering the energy of one willing creature within range, the creature must make a Charisma saving throw. On a successful save, it can use its reaction, and a creature concentrating on this spell has disadvantage on the next mental ability check rolled against it this turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the affected creature gains a new mental ability check. On a failed save, the creature has disadvantage on the ability check it made and can’t be charmed.
Thaumaturgy
Aura of Energy
90
1 minute
You conjure up a 10-foot cube of energy that you can see within range. The sphere is an unoccupied space that has no lower levels than 4th. When you cast this spell using a spell slot of 6th level or higher, the energy lasts for the spell’s duration. When you use a spell slot of 8th level or higher, the duration is 1 day.
Evocation
Aura of Energy
Self (30-foot radius)
Concentration, up to 1 minute
A shimmering, nonmagical energy radiates from you in a 60-foot radius centered on you. Any creature in the area when the spell is cast is targeted by the glyph. The spell creates such a effect that the target is blinded and deafened, its speed halts, and it suffers one damage die when it enters the spell’s area for the first time on a turn or starts its turn there. The spell ends if you cast it again or if you let go of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the glyph increases by 30 feet for each slot level above 1st.
Evocation
Aura of Enervation
Self (30-foot radius)
Concentration, up to 10 minutes
Until the spell ends, an aura of restrained energy rises from your hand in a 5-footradius sphere centered on a point you can see within range. The sphere spreads around corners, and its area is heavily obscured. Each creature that starts its turn in the area is restrained there. It must make a Charisma saving throw at the start of your next turn. A creature takes 8d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A creature
Aura of Enfeeblement
Self (30-foot radius)
Concentration, up to 1 minute
A swirling mass of flames emanate from you in a direction you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Aura of Faith
60
24 Hours
You imbue a creature you can see within range with a potent magical force, granting it a +2 bonus to her saving throw DC and granting it resistance to her weapon attacks against spells and other magical effects for the duration. When the spell ends, the target becomes a god of war. Roll initiative for the god, which has its own rules. The god can choose to be friendly to you or hostile to you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases by 2x as appropriate for the slot used.
Enchantment
Aura of Faith
60
Concentration, up to 10 minutes
You grant bravery to a creature you can see within range. Until the spell ends, the creature is protected from hostile creatures as described above, and it has resistance to all damage. Also protected is if it takes any damage while under the spell—creatures that don’t belong to a particular order of Merlin, such as the green mare or the barlgura, are unaffected.
Abjuration
Aura of Faith
60
Concentration, up to 1 minute
This spell creates an aura of holy divinity that wakens the creature that created it. The aura lasts for the duration or until the spell ends, depending on the creature’s alignment. The aura is created by the same spell that created the creature, so it has the same effect as the first two spells it targets. The first target to receive the aura must be within 60 feet of the aura’s original location when the spell is cast. The target must be within 30 feet of the aura when it appears. When the aura appears, each target has advantage on one saving throw against a saving throw by another target or by an affected target’s own next turn. The target can use an ability check to determine whether its next ability check is a success or a failure. A successful save reduces the target to 0 hit points.
Illusion
Aura of Faith
60
Concentration, up to 1 minute
You create a divine aura of divine origin in a location you choose within range. It lasts for the spell’s duration or until you choose another location. You might choose a place on the ground, a ceiling, or an area of ground that you can see. If you do so, the aura radiates with power and illusory quality to the nearest creature. The aura can’t be removed by normal means.
Enchant
Aura of Faith
60
Concentration, up to 1 minute
You create a magical aura that surrounds you, granting you a +5 bonus to all attack rolls, saving throw, and ability checks. The aura lasts until the spell ends. When you cast the spell, you can choose to deal an extra 1d6 damage of your choice to each creature within 5 feet of you. The extra damage rolls and the damage die roll are treated as normal damage. This spell’s damage increases with the number of hit points you have.
Evocation
Aura of Faith
Self (10-foot radius)
Concentration, up to 10 minutes
You grant yourself the ability to step into the presence of a deity or a god of some kind. You can reduce the radius by another power used to bolster the bond. If you cast this spell without first speaking the name of the deity, the effect is the same as with the incarnation function of the spell.
Abjuration
Aura of Faith
Self (30-foot radius)
Concentration, up to 10 minutes
You become one with the stars. Choose one of the following glowing lights. Each light has a range and can�
Aura of Faith
Self (30-foot radius)
Concentration, up to 1 hour
Divine energy radiates from you in an aura with a 30-foot radius, awakening active abilities, saving throws, and ability checks of your choice that you can see within range. The aura remains for the duration, and the aura's triggered abilities are suppressed if any. When you cast this spell, you can affect only one target at a time, and you can’t affect more than one target at a time. Each target must make a Wisdom saving throw. On a failed save, a target takes 14d6 + 40 hit points. If the target survives the spell’s duration, it returns to its home plane, where it is restored to full health.
Abjuration
Aura of Faith
Self (30-foot radius)
Concentration, up to 1 minute
Holy energy radiates from you and streaks toward one creature of your choice that you can see within range. The target must succeed on a Constitution saving throw or take 10 radiant damage. This spell has no effect on undead or constructs.
Evocation
Aura of Faith
Self (30-foot radius)
Concentration, up to 1 minute
Holy energy radiates from you, becoming brighter and more intense as you approach a deity’s altar. The energy is brief and unceremoniously dispersed, but it rapidly decays. The energy remains for the spell’s duration. Any creature or object within the spell's area is now blinded until the spell ends, or it must spend at least 1 hit point to do so. The spell ends if you kill a deity or a group of deities or monsters, if you cast the spell while it is in its area, or if you end its turn there. A dispel magic spell can be used to mending the spell’s magic. As a bonus action on your turn, you can turn the spell back on one willing creature you can see within 30 feet of the altar.
Evocation
Aura of Faith
Self (30-foot radius)
Concentration, up to 1 minute
The eyes of one creature you choose are dedicated to a holy symbol
Aura of Faith
Self (5-foot radius)
Instantaneous
You touch a willing creature that you can see within range. The target is freed from the effects of your faith and becomes a creature of your choice when it attains certain levels in your next turn. The target obeys any verbal, physical, or written restrictions that you issue to its current form or interaction with it as long as those restrictions remain. If you change the target’s state prior to its use with the new form, you must cover any such changes with a different one before the spell ends. This spell can only affect creatures other than the target. The target’s deity or other suitable person can not be contacted by you. After the spell ends, the target must spend at least 1 minute answering each question it has about you. If it answers no questions, it must immediately return to your current form. This spell can only affect creatures other than you. The target’s deity can be contacted by telepathy if you are the target of this spell.
Enchantment
Aura of Faith
Self
Concentration, up to 10 minutes
You gain the ability to see through illusions and gain the benefit of a number of other effects of your choice from that effect. For example, if you are invisible and have a ranged weapon attack against you, you can shift your attention to the attack instead, targeting the same effect. If you target an effect and then have the attack fail, the effect can't target you, so you have to decide whether to target an effect or an effect that targets an effect only. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Abjuration
Aura of Faith
Self
Concentration, up to 1 minute
Concentration, up to 1 minute
This spell grants the target a telepathic link with an unwilling creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by this spell for the duration. If the target is a creature, it can be charmed by this spell with a successful save, or it can be parried by this spell with a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Aura of Faith
Self
Concentration, up to 1 minute
You sense the direction of the lives of one creature you can see within range. If it fails this saving throw, the creature returns to its home plane. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration
Aura of Faith
Self
Instantaneous
You call forth the power of the deity you choose, and the power of your deity becomes more important. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you choose a different effect. Bless of Kings. You bless a creature you touch with the power of your god’s charmed name. Appear in Darkness. You turn a creature of your choice within range into a dim light with a range of 60 feet. The target must make a Charisma saving throw. On a failed save, the target is blinded until the spell ends, and it has disadvantage on attack rolls against you until the spell ends. Divine Protection. You protect a creature’s deity against one of the following effects. Divine Favor. You grant a creature you touch a wish that will forever protect it. The creature can’t be targeted by spells or traps, and it is immune to their effects. Empowered Spell. You grant a creature you touch the ability to create a new spell of your choice from a list of possible spells that you have prepared. This spell can be used only once per round. Familiar. You grant a creature you touch the ability to cause a fey to appear in your service. The fey can be any creature of your choice that you can see, though it can’t be charmed by you. Force. You grant a creature you touch a wish that makes it wish to become your servant. The creature can’t be targeted by spells or traps, and it is immune to their effects. Divine Intervention. You grant a creature you touch an attempt to bind you to your plan. The creature can be bound by a divine command, and the creature can make its own decisions regarding what will happen. The creature also has the option of obeying a divine command. The DM has the statistics for each effect. Each effect has a different description. If you cast the spell without first casting any of the other effects, the target becomes a spirit, and you can’t speak with the spirit until after the spell ends.
Conjuration
Aura of Faith
Touch
1 Hour
You touch a creature and imbue it with the power to assume the form of a god or a godly figure that you choose from the deity’s list. The target must be within 30 feet of you when you cast the spell. The target can’t become divine or have any other divinity or figure. The target obeys all the following conditions: • You touch the target, which has advantage on saving throws against your spells and ability attacks. • You touch the target at the same time as casting a spell. • The target is conscious of its surroundings, and it has a memory of its adventures. • You touch the target’s actions and conditions, which become more and more detailed when you create your own conditions. For example, you might instruct the target how to clean itself, how to make sure that its food is eaten, and how to keep a close watch on anyone who enters the room. • You touch the target’s personality, which is detailed in detail in the following detailed description. • You influence the target’s behavior and emotions, which are detailed in the following detailed description. • The target is strong, intelligent, and loyal to you. • The target can’t attack or cast spells of level 4th or higher. • The target can’t receive benefits from divine or supernatural causes, and it can’t receive benefits from the alignment of its alignment. • You influence the target’s personality, which is detailed in detail in detail in the following detailed description. • The target has a hard time concentrating, and can’t be charmed, frightened, or otherwise affected by any of the following spells: acid, celestial arts, charm person, charm person of good and neutral intelligence, charm person of your choice, or telepathy.
Aura of Faith
Touch
Instantaneous
You touch a willing creature that you can see within range. That creature must succeed on a Wisdom saving throw or become convinced that you are a person of divine service. The target knows that you are a divine being, and you can use a bonus action on each of your turns to try to persuade the target that you are one with the living. You use the bonus action to attempt to persuade the target of one of the following effects; if successful, it can’t disbelieve the affirming message from you for 1 minute. If it does, it must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Conjuration
Aura of Force
60
Concentration, up to 2 hours
You attempt to compel a creature into granting a wish spell, either one of the following: 1) You attempt to compel a creature to perform a service or 2) You create an object that is specifically meant for a specific task. The task can be accomplished either by sacrificing some of the target creature’s equipment or by dealing the target favor in exchange for no part of the duration. The target remains willingly carrying out the task, though it can’t return to its home plane until the wish is fulfilled. The spell ends if the target objects or jobs are not met after 1 hour. If the spell ends before 1 hour has passed, the spell ends. Nonhazardous tasks performed by the target creature can’t return to its home plane for an additional hour, and its task carries over to that spell if it was performed by a creature other than the target creature.
Conjuration
Aura of Grace
60
Concentration, up to 1 minute
You cause up to 60 creatures of your choice that you can see within range to gain the benefit of a bonus saving throw against one of the following effects. The target takes an extra 2d8 psychic damage on a failed save, or half as much damage on a successful one. The bonus damage is a spellcasting ability for the creature’s saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus damage increases by 1d8 for each slot level above 4th.
Transmutation
Aura of Grasping Hope
Self
Concentration, up to 1 minute
You imbue a creature you touch with hope. Until the spell ends, a creature can use a bonus action to make a Wisdom (Perception) check against your spell save DC to feel any remaining hope remaining in the creature. The creature must make a Wisdom saving throw when the effect ends. If the creature fails the save, it is blinded until the spell ends or suffers no effect from it. The blinded creature can use an action to make a new one. It can also use an action to exhale the spell, which carries it to the nearest unoccupied space. If the creature isn’t being used as a distraction, the creature is concentrating on another action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours.
Enchantment
Aura of Healing
150
Instantaneous
You imbue a creature with a potent healing aura that protects it against damage, such as from a magic weapon or spell. The target must make a Wisdom saving throw. If it succeeds, the spell ends on it. If it fails, the spell ends for it. The effect lasts for the duration of the target. The target can use an action to regain expended uses of its action. It can use an action to regrow the spell.
Transmutation
Aura of Healing
Self
Concentration, up to 1 minute
The next time a creature you can see within range affords you a healing gesture, you imbue it with a potent healing magic that uses the target’s soul to heal. The target’s soul fills a 5-foot cube created by the spell. The target’s soul then regains hit points equal to 1d4 at the start of your next turn. A creature with the target’s soul must make a Charisma saving throw at the end of each of its turns. On a failed save, the creature takes 1d4 radiant healing. If the creature’s soul is damaged while it spends its turn healing another creature, the creature is killed. When a creature with the target’s soul dies, the creature has its hit point maximum. The creature regains hit points equal to 1d4 at the start of its next turn. The target must then decide whether to make a Charisma saving throw or continue to take damage equal to 1d4 + 1/2 the creature’s hit point maximum.
Abjuration
Aura of Healing
Touch
1 Hour
A healing spell is cast. The target takes 1d4 + 5 radiant damage, and it is restored to full hit points. The spell ends when the target takes damage, if any. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Transmutation
Aura of Healing
Touch
Concentration, up to 10 minutes
You gain the ability to restore life to a creature you can see within range. You choose one of the following benefits: - The creature’s hit points increase by 1d10. If you don’t heal the creature’s hit points within this range, the spell ends. You gain no benefit from any other benefit. The spell ends when you dismiss it. If the creature’s hit points exceed the number of hit points you don’t restore, the
Aura of Hope
30
Concentration, up to 10 minutes
You utter the Word of Hope, a healing spell that grants the transformation of any creature you designate within range (including you) to one creature of your choice within range. You can spend 1 use of your spell slot to manifest the spell in a creature’s space. A target can’t be targeted by this spell. If the target is a creature, the spell ends. The target can’t be targeted by spells or other magical effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1 for each slot level above 4th.
Divination
Aura of Hope
60
Concentration, up to 1 minute
You invoke the power of the goddess, whose presence makes the weather in your area rain. If the
Aura of Hope
Self (15-foot radius)
Concentration, up to 10 minutes
Your soul rises from the dead and vanishes into the void. You choose the
Aura of Hope
Self (15-foot radius)
Concentration, up to 1 hour
You create a shimmering aura with a 15-foot radius around you that lasts for the duration. You create a 30-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage, or half as much damage on a successful save. The aura lasts for the duration, and it disappears if you use an action to dismiss it. Its area of effect is a shimmering wave of light that moves in a horizontal line perpendicular to the ground within range. The wave is strong enough to cover buildings, though it doesn’t leave behind any walls or openings. The area is heavily obscured. The aura lasts for the duration, and it disappears if you
Aura of Hope
Self (15-foot radius)
Concentration, up to 1 minute
This spell grants temporary protection from hostile energy to one creature you choose within 15 feet of you. Until the spell ends, any creature immune to this effect must make a Constitution saving throw. If the creature is immune to this effect, it can use an action to exhale, which deals 1d4 damage. On each of your turns for the duration, you can use a bonus action on each of your turns to cause a blast of bright light in a 5-foot radius. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage, or half as much damage on a successful throw. In addition, you can’t use this spell on the same creature more than once. The spell doesn’t protect you from fire or acid. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 minute. When you use a spell slot of 3rd level or higher, the duration increases to 3 minutes.
Enchantment
Aura of Hope
Self (15-foot radius)
Instantaneous
You give up hope. The next time you hit a creature with a weapon attack during the spell’s duration, the creature takes 1d10 psychic damage. The next time a creature with a ranged weapon attack succeeds or fails on its saving throw, the creature is blinded until the spell ends.
Abjuration
Aura of Hope
Self (15-foot radius)
Instantaneous
You hurl a celestial or an undead creature within range into the air to grant it a temporary semblance of life. The target must make a Constitution saving throw. It succeeds if it isn’t incapacitated. On a failed save, the target can’t take actions until its next turn. If it fails, it has resistance to the action used by that action until the spell ends. If it succeeds, it becomes immune to all damage and has advantage on all saving throws. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st.
Enchantment
Aura of Hope
Self (30-foot radius)
Concentration, up to 1 minute
You summon a spectral creature that you can see within range with a successful Intelligence (Investigation) check against your spell save DC. The spectral creature appears in a spot of your choice within range and disappears when it drops to 0 hit points or when your concentration ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. When you cast it using a spell slot of 3rd level or higher, the duration is 1 hour. When you use a spell slot of 4th level or higher, the duration is 1 hour.
Abjuration
Aura of Hope
Self (90-foot radius)
Concentration, up to 1 minute
You conjure a phantom hand in the form of a creature you can see within range. The hand lasts for the spell’s duration. It hovers in the air for the duration, and when it does so, it creates a bright, flickering, glowing hand that hovers in the air for the duration. The hand strikes with as little force as possible, and it creates either a wand of nonmagical energy or a hoof-sized finger. The hand hovers in the air for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 minutes. When you use a spell slot of 6th level or higher, the duration increases to 24 hours.
Illusion
Aura of Hope
Self
Concentration, up to 1 minute
You cause up to five flames to appear in a location and then a flame circle on the ground in the area. Each creature in the fire circle must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The flames appear in a spot of your choice that you can see within 60 feet of the spot you used flame or in a spot that you can see on another plane of the Ethereal Plane. The flames appear in a flash of light, and the area fills with bright light. The flames leave a trail of smoke and/or charring smoke, and each creature that starts its turn in the fire circle must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Aura of Ice (15—foot radius)
60
Concentration, up to 1 minute
This aura surrounds up to ten creatures of your choice within range. If you have cast this spell on a creature you can see within range, or if one of those creatures is within 5 feet of you, the spell creates a 15-foot-radius sphere centered on that creature and lasting for the duration. If you cast this spell on a Large or smaller creature, the sphere spreads around corners. Each creature within 5 feet of the sphere when it appears must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, and until the spell ends, it gains no benefit from respiration, water, or oxygen. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Evocation
Aura of Ice
60
Concentration, up to 10 minutes
Ice and earth erupts in the ground in a 60 footradius sphere centered on a point you choose within range. The sphere is a sphere. The sphere consists of up to three 10-foot cubes. Each cube must have at least one face. A face must be within 30 feet of you. You transform the face into a beast, the target becomes frozen for the duration, and the spell ends. While the target is frozen, the target treats the food and drink of the animal and takes 4d12 cold damage on a per- and 5d12 fire damage on a per-centered on a point you choose within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d12 for each slot level above 1st.
Evocation
Aura of Ice
60
Concentration, up to 10 minutes
You transform a Large or smaller object into ice. The target must make a Dexterity saving throw. On a success, the target becomes frozen for the spell” ” and remains frozen for the duration. This spell does nothing else than a warm spell.
Abjuration
Aura of Invisibility
Self (60-foot cone)
Concentration, up to 1 hour
This spell grants invisibility to a creature that you can see within range. The spell can penetrate the skin of a creature that you can see and that is invisible to you, if it can. The invisibility doesn’t have to be visible to you. The invisibility lasts for the spell’s duration, unless you use an action to dismiss it. When you cast the spell, choose a location on the ground that you can see. You can also choose a point on the ground that is no larger than 30 feet square and that you can see. The ground must not be hard, transparent, or otherwise difficult for you to see through. An invisible creature can see through the ground in this way, and the spell ends for that creature if it can see through the ground.
Conjuration
Aura of Life (5-foot radius)
1 hour
A swirling force radiates life energy from your hand. For the duration, each creature within 5 feet of you that you can see within range counts for the die rolled die of a spell cast on it as a bonus action on it. An illusionary piece of life can hold up to 2,000 gp (less than 100 gp). If you cast this spell on the same creature or several times, or gain 5,000 gp at a time as an additional material component, the spell doesn’t fail on that roll. Finally, if you cast this spell multiple times, you can have no more than one material component at a time—called the 'spike effect.'” This spell also grants the creature up to 1 hour of shadow reflection as a bonus action on each of your turns.
Conjuration
Aura of Life and Death [100]
Concentration, up to 1 minute
A spectral guardian appears in a 5-foot high cube centered on a point of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the guardian must succeed on a Wisdom saving throw or become trapped for 1 minute. The guardian appears 20 feet above the ground and spreads around corners. When a creature finishes its turn within 5 feet of the guardian, it can repeat the saving throw, ending the effect on itself on a success. The guardian moves 10 feet from a creature it can see within 5 feet of it when it stops moving. The guardian moves 10 feet from a creature who knows how many pounds of food it contains when the effect ends.
Abjuration
Aura of Life Protection (30-foot radius)
Enchantment
Aura of Light
Touch
Concentration, up to 1 minute
You touch a person, an object, or some other solid thing. The target must make a Dexterity saving throw. On a failed save, the target takes an extra 1d6 damage of the chosen type. On a successful save, the spell ends. A target can be subjected to this spell for 1 minute. The spell lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Aura of Madness
Self (30-foot radius)
Concentration, up to 1 minute
Magical madness erupts in a 30-foot radius centered on a creature that you can see within range. The target must succeed on a Wisdom saving throw or suffer a madness affecting sensory organs spell. The spell has no effect on undead or constructs. Until the spell ends, the madness affects only the target, preventing other creatures from benefiting from its mental state. The target also has disadvantage on attack rolls against creatures that can’t be affected by any of the above spells. A Madness affecting a target friendly to you causes that target to make an Wisdom saving throw; the target succeeds on the
Aura of Madness
Self
Concentration, up to 1 hour
You target a creature you can see within range or a place you can see within 5 feet of it. The target must make a Wisdom saving throw. It takes 7d8 + 30 force damage on a failed save, or half as much damage on a successful one. A creature must use its action to try to avoid this effect. The target can be a place you can see within 5 feet of it or a place that you can see within 5 feet of it. You can use a bonus action to maintain your concentration on this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of effect for each slot level above 3rd.
Conjuration
Aura of Mending
Self (30-foot radius)
Concentration, up to 1 minute
Dim, up to 10 feet radiusA shimmering demiplane springs to life under a willing creature you can see within range. The demiplane lasts for the duration or until you dismiss it as an action. The demiplane is a sphere with a 10-foot radius at the start of each of its turns. The sphere is an area that can be difficult terrain or an area of magical reflection. Any spell of 5th level or lower can target the sphere. You can use a bonus action to cause the demiplane to shift to one of the supported types, in this case, a nature or an element
Aura of Mending
Self (30-foot radius)
Instantaneous
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
Evocation
Aura of Mirth
Self
Concentration, up to 1 minute
You create a cloud of mist that fills the air in a 20-foot radius around you, centered on a point you can see within range. The cloud spreads out in the direction of your choice, centered on the point you chose, until it fills a 30-foot cube. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A cloud of mist spreads out in the direction of your choice, centered on the point you chose, until it fills a 30-foot cube. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A flying spell’s damage increases by 1d6 for each level above 3rd.
Evocation
Aura of nature
Self
Aura of nature
Self (30-foot radius)
Concentration, up to 10 minutes
You assume the form of nature spirits for the duration. You gain the following benefits: - You gain a flying speed of 30 feet. - You can use your movement to move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fog and haze clouds with your keen senses. - You can move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fog and haze clouds with your keen senses.
Transmutation
Aura of nature
Self (30-foot radius)
Concentration, up to 10 minutes
You assume the form of nature spirits for the duration. You gain the following benefits: - You gain a flying speed of 30 feet. - You can use your movement to move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fogging and haze clouds with your keen senses. - You can revert back to your normal form if you cut yourself with a splint or a shard of acid or a blast of wind.
Transmutation
Aura of Nature
Self (30-foot radius)
Transmutation, up to 1 hour
You assume the form of a different creature for the duration. When the spell is complete, the two become one—you can use your movement to move about, up to 90 feet, or both. You can use your movement to cause one creature of your choice that you can see within 60 feet of you to make a melee spell attack against the target. On a hit, the target takes 4d6 damage. Until the spell ends, the target can use its movement on each of its turns, rather than casting it. On your subsequent turns, you can use your movement to cause the same target or a different one to make a melee spell attack against the same creature or object. If you don’t make a melee spell attack while in the aura, the target takes 4d6 cold damage, and the spell is in effect until the target or object leaves its body.
Transmutation
Aura of Pain
Self (30-foot radius)
Concentration, up to 1 minute
You ward a creature within 30 feet of you that you can see as a luminous, excruciating pain surrounds it. The spell has no effect on undead or constructs. The area of effect can’t be more than 30 feet on the creature or construct. The spell ends if the creature is charmed, frightened, paralyzed, or stunned. The condition doesn’t protect the creature from being charmed, frightened, or stunned. The condition can also prevent the creature from remaining charmed, frightened, or stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until dispelled. When you use a spell slot of 4th level or higher, the spell lasts until dispelled.
Abjuration
Aura of Peace
Self (30-foot radius)
Concentration, up to 1 minute
Shimmering energy surrounds and protects you from death. Until the spell ends, you have resistance to radiant damage.
Abjuration
Aura of Power
120
Concentration, up to 1 minute
Divine energy radiates from you, distorting and diffusing magical energy in a 30-foot radius around you. Creatures of your choice that you can see within range and that can see within 30 feet of you are unaffected. In addition, whenever a creature within 30 feet of you takes damage or if another creature is within 30 feet of the affected creature makes a Constitution saving throw. On a failed save, the creature takes half damage and isn’t affected. Auror of the gods, guardians, and other creatures also lose their alignment. The creature’s plane of existence is a different plane of existence, though it is no longer undead.
Divination
Aura of Power
Self
Concentration, up to 1 minute
The magical ability to cause a point of your choice within range to erupts in flame. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 radiant damage, and the spell ends. Aura of Power is your spellcasting tool for the duration. The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Aura of Power
Touch
1 Hour
You touch a creature of your choice that you can see within range. The target takes 8d6 radiant damage, and the target can use its action to make another weapon attack against the target. On a hit, the target takes the attack. On a hit, the target takes magic damage equal to the amount of damage that was dealt. At the end of each of its turns, the target can make a new attack roll. On a hit, the target takes magic damage equal to half the amount of damage dealt. The target can use its action to make an attack roll with the new attack against the target. On a hit, the attack deals an extra 1d6 magic damage. If the extra damage is successful, the target is no longer affected by this spell.
Transmutation
Aura of Protection
300
Concentration, up to 1 minute
Aura of Protection (30-foot-radius sphere) springs up from the ground in a 20-foot-radius sphere centered on a point you can see within range. The sphere is 30 feet long and 30 feet thick and has an area of 25 feet to 60 feet. The sphere is 5 feet thick and 5 feet wide. When the sphere is centered on a point, you can make a ranged spell attack with the sphere with a successful hit. A creature that is knocked prone on a successful hit must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns.
Evocation
Aura of Protection from Evil
90
Concentration, up to 1 hour
This spell grants your soul a kind of protection from evil that is far
Aura of Resentience
Touch
1 Hour
You touch a creature that has 0 hit points. The target gains a +10 bonus to attack rolls, magic missile attacks, and Strength saving throws. The bonus increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Aura of Resilient Hope
Touch
Instantaneous
You touch one willing creature. The target gains an Intelligence of 4 and a Wisdom of 3.
Transmutation
Aura of Resilient Transmutation
30
Concentration, up to 10 minutes
This spell imbues a creature with the ability to endure the effects of permanent teleportation or interplanar travel. For the duration, the warded magical area of a target that you choose for your target gains an aura of resilience, such as a calms or a cures off effect, that guards an area or a message box, or protects a teleportation circle or a portion of a teleportation circle. The aura can’t affect undead or constructs, though the creature is immune to disease and has resistance to all damage. The creature is restrained as a result of taking the initial damage, and it can‘T be restrained again until it has taken 1d6 damage. A creature that stops being so loses its ability to w an effect upon entering the aura. Instead, the creature is restrained for the duration. This spell has no effect on constructs or undead.
Transmutation
Aura of Sand
Touch
1 Hour, up to 10 minutes
You touch an unoccupied space containing one of the following bodies of water or a portion of one: a water body, a freshwater body, or a nonliving creature with an Intelligence score of 1 or less. Make a ranged spell attack. On a hit, the creature takes only damage equal to twice your spellcasting ability scores. If the target is undead, roll the die and add the number rolled as an extra die to the result. The spell’s damage increases by 1d8 when you reach higher levels than the spell. If the target is friendly to you, roll the die and add the number rolled as an extra die to the result. The target has disadvantage on attack rolls, and it can’t use reactions, and it isn’t blinded or deafened if its hit points are Strength or Dexterity.
Necromancy
Aura of Seeming
Self (30-foot radius)
Concentration, up to 1 minute
Seeming inhabits a location you have visited or seen somewhere in the past 30 days. The spell creates an invisible sensor within range that looks like a ghostly creature’s face emerges from a grave, and the sensor disappears when the spell ends. A creature that enters the invisibility sensor’s space for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive the presence of the phantom until the spell ends. The invisibility sensor lasts for the duration. If the sensor is turned off or if a creature attempts to cast a spell through the sensor, attempt to cast a casting of another spell through it, or attempt to pass through it, the casting fails, and the spell is wasted. The sensor looks and sounds like the target’s face emerges from a grave, and it survives. A creature that enters the invisibility sensor’s space for the first time on a turn must make a Wisdom saving throw. If it succeeds, it isn’t affected by this spell. Otherwise, the spell ends.
Divination
Aura of Shadow
120
Concentration, up to 1 minute
You create a shadow that can be as large as 20 feet long and up to 20 feet tall. The shadow can pass through any surface in your area. The shadow can be up to eight feet long, and can range from 20 feet to 60 feet. The shadow can’t be larger than Medium or smaller than Medium, except it can’t be larger than 5 feet in height. The shadow can’t be more than 10 feet long. The shadow can’t reach a creature. The shadow can’t be more than 10 feet tall. Any creature that can’t move or is invisible in the area that the shadow enters must make a Wisdom saving throw. A creature takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. If you cast this spell twice, you can use the same spell twice.
Conjuration
Aura of Shadow
30
Concentration, up to 1 minute
You cause a shimmering circle in a 30-foot radius centered on a point you designate. The circle must be within 1 foot of you. Each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends when you cast it again. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. The spell doesn't end if you cast it twice.
Divination
Aura of Strength
300
8 hours
You create a shimmering, opaque, shimmering, magical energy field that surrounds you and any creatures you designate within the area. Each creature in the area must make a Strength saving throw. On a failed save, an affected creature takes 2d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 6th.
Transmutation
Aura of Tarrasque
30
Concentration, up to 10 minutes
Aura of Agathys emerges from a bonfire, erupting in flame. At Higher Levels. When you cast the spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Transmutation
Aura of Telepathic Power
Self
10 minutes
Instantaneous
You create a shimmering, transparent portal to another plane of existence. For the duration, you can communicate with creatures and creatures that you can see within range, but you must use a language that you understand. This spell also creates a telepathic link that allows you to teleport to the nearest place you can see, and also creates a link to another plane of existence within range. The portal appears as an object at the bottom of the screen. The object can be an object, an object with two hands or a larger object that is a hand or a smaller object that is an object. It can contain up to four objects. The object must be within 5 feet of you when you cast the spell. The teleport must be long enough for the object to travel through the portal and remain there for at least 10 minutes. The object must be within 5 feet of you when you cast this spell.
Transmutation
Aura of the Dead
120
Concentration, up to 1 minute
You create a vague aura of vitality about to erupt from damaged creatures. Roll initiative for the aura, which lasts until the spell ends. The aura spreads around corners, but it lasts for the duration. The aura is visible only to you and creatures you can see within 30 feet of you. The aura regains expended uses when it's dispelled. The aura can’t remove an object or cause damage. It is a temporary spell, and you can dismiss it as an action. When you cast the spell, you can designate a new aura. It lasts until the spell ends or when you remove the aura. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the aura disappears and the spell ends.
Necromancy
Aura of the Dead
Touch
Concentration, up to 10 minutes
Until the spell ends, the dead create a shimmering wave of light in a 20-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 radiant damage and is blinded until the spell ends. A creature can use its action to create this spell again as a full-round action, ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 5th.
Necromancy
Aura of the Dead
Touch
Concentration, up to 1 minute
You touch a dead creature. The target regains all its hit points when it drops to 0 hit points or when the spell ends. The target can repeat the saving throw at the end of each of its turns. If it fails the save, the spell ends.
Enchantment
Aura of the Dead
Touch
Instantaneous
You touch a dead creature that has a spectral appearance and that isn’t being physically interacted with. As an action, you can touch the creature again. You can also touch the creature if the creature is permanently incapacitated or in a state of unconsciousness. If you touch the creature again, you can touch it again and continue to touch the creature until the spell ends.
Conjuration
Aura of the Earth
60
Concentration, up to 1 minute
Aura of the Golden Serpent
Self (30-foot cone)
Concentration, up to 1 minute
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 radiant damage. The spell has no effect on undead or constructs. The spell lasts for the spell’s duration, unless the target attains the appropriate class level. When you cast this spell, you can designate a password. A creature that speaks the password as it enters the spell’s portal receives the benefit of this spell if it can’t cast the spell outside of its reach. The portal exists within the spell’s area, but can’t close or open there if its space is occupied. A creature that enters the portal ’s portal (including you) must make a Dexterity saving throw. On a failed save, the creature enters the portal with 4 AC and 30 hit points, but otherwise can’t move or take actions outside the window it entered. The spell ends if you use your action to do anything outside the portal’s space. When you use this spell to create a permanent object or a temporary object that isn’t a permanent object, this spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
Aura of the Life
Self
Concentration, up to 1 minute
You sense the direction of the life of one creature you can see within range. If the creature you are able to see in this way, it takes 1d8 + 10 minutes to move away from you.
Transmutation
Aura of the Sea
Self (30-foot radius)
Concentration, up to 1 minute
You create an invisible, magical force within range. Each creature in the area must make an Intelligence saving throw. A creature must make this saving throw if it is on a plane other than the one you are on. The spell has no effect if you are on a plane other than 30 feet wide or 30 feet tall. If you are on a plane other than 30 feet wide or 30 feet tall, the spell has no effect if you are on a plane that is neither a plane nor a plane you can see. If you are on a plane other than 30 feet wide or 30 feet tall, the spell has no effect if you are on a plane that is neither a plane nor a plane you can see. If you are on a plane that is beyond the reach of existence, the spell has no effect if you are on a plane other than the one you’re on. If you are on a plane that is beyond the reach of existence, the spell has no effect if you are on a plane that is beyond the reach of existence. If you are on a plane that isn’t on a plane other than the one you’re on, the spell has no effect if you are on that plane. The spell has no effect if you are on a plane other than the one you’re on. If you are on a plane that isn’t on a plane that isn’t on a plane other than the one you’re on, the spell has no effect if you are on that plane. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional object for each slot level above 1st.
Transmutation
Aura of the Serpent
60
Necromancy
1 hour
You teleport yourself into a place you can see within range. You can use your movement to move up to ten feet in any direction, though you have disadvantage on attack rolls, ability checks, and saving throws. You can also use your action to teleport a target of your choice that you can see within range. The target must make a Charisma saving throw at the end of each of its turns. On a success, the spell ends. On a failure, the target is transported to a different location. This spell ends on a target that isn't transported by this spell,
Aura of the Unarmored
30
Instantaneous
You sling yourself across a room to a place you designate. You can cause the room to be fully occupied by up to ten creatures of your choice that you can see within range. Creatures that can’t be charmed or frightened are knocked prone. You move up to 30 feet in any direction as you use your action to make a ranged spell attack. On a hit, the target takes 1d6 piercing damage, and the spell ends.
Conjuration
Aura of the Undying Depictions
Self
Concentration, up to 10 minutes
You create an opaque barrier of light that lasts for the duration or until the spell ends. The barrier is a solid, opaque mass of air, with walls spaced 10 feet apart. The barrier is difficult terrain. Any creature that is Large or smaller must make a Dexterity saving throw. A creature takes 10d8 damage of the chosen type on a failed save, or half as much damage on a successful one. If the barrier is broken, the spell ends. The spell can’t last long. When the barrier is broken, any creature that enters the spell’s area must make a Dexterity saving throw. On a failed save, a target takes 4d8 damage of that type when it enters the spell’s area, and it takes 4d8 damage of that type when it exits the spell’s area. A target can’t be targeted by more than one of the spells listed below. A target can’t be targeted by any spell that targets an object or spell slot. At the start of each of your turns after the spell ends, you can use your action to cause a target to make a Dexterity saving throw. On a successful save, it takes 4d8 damage of the chosen type on a failed save, or half as much damage on a successful one.
Transmutation
Aura of the Wind
Self (30-foot radius)
Concentration, up to 1 minute
A churning storm cloud forms at a point you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or mundane weapon used to create the glyph.
Evocation
Aura of the Wind
Self (60-foot radius)
Concentration, up to 1 minute
Until the spell ends, wind whirls around you, and you gain the following benefits: - You are immune to bludgeoning, piercing, and slashing damage
Aura of the Wind
Self
Concentration, up to 1 minute
You cause the wind in a 5-foot radius around you to rumble and growl as you cast this spell. Make a melee spell attack roll against a creature within 5 feet of you. On a hit, the target takes 1d10 thunder damage. On a miss, the spell ends and the spell ends on itself. A creature can repeat the attack the same round, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Transmutation
Aura of the Wind
Touch
Concentration, up to 1 minute
You touch a 10-foot-radius, 10-foot-high cube of earth. You touch the ground, a 5-foot-diameter cylinder or a 6-foot-diameter cylinder with an extradimensional area around it. The ground can be completely enclosed by 10 feet of air. The area can be as tall as the cube or as small as a 5-foot cube. The ground must be at least 1 foot thick, or it collapses into a 5-foot-diameter cylinder, or it becomes a 10-foot-diameter cylinder, a 6-foot-diameter cylinder, or a 7-foot-diameter cylinder. When the spell ends, the area is no longer at rest.
Transmutation
Aura of Thick Blondness
60
Concentration, up to 1 minute
Dim, invisible, and intangible light radiates from you in an unoccupied space that you can see. The light is bright green and dim. A creature of your choice in that spell's power can’t be blinded or paralyzed while in the aura. At the end of each of its turns, or until the spell ends, the light can illuminate up to 60 feet of you.
Evocation
Aura of Thickens
90
Concentration, up to 1 minute
Until the spell ends, you gain the ability to manipulate one creature within range for the duration. The creature must be Medium or smaller, and you must choose at least one intelligent creature that can’t be charmed (or otherwise affected) by the spell. The creature must be within 60 feet of you, if the target is of the same type as you, or within 500 feet of you. The creature can’t be restrained (stunned or otherwise), nor is it aware of any kind of danger, such as being caught in a trap, falling into it, or being pushed around. The target must make an Intelligence saving throw. On a failed save, it loses any ability to benefit from its special abilities and is restrained. The target also suffers from limited movement, as well as sensory deficits. The creature is incapacitated, and you can’t activate an object, spell, or otherwise benefit from its equipment. As the spell ends, the target regains the ability to perform other actions but must still have the Intelligence and Wisdom scores of its companion that it is closest to meet. The spell doesn’t return the creature to normal activity. This spell ends once the target is no longer restrained by anything. When the target is restored to its normal state, it can perform an action, eat whatever its body is holding, sleep, or take any other action. If the effect ends early, the creature falls and is no longer affected by the spell. This spell can’t prevent the spell from ending early, or it could end early if the target is under the effects of an effect that ends early, such as this. If the affected creature fails the save made by this spell, it permanently turns its attention to a different action or activity. If the target is unwilling or unable to perform any of its abilities, it makes an Intelligence saving throw. On a success, it performs the creature’s normal actions or resting and resting. On a failure, the target falls to the ground and isn’t knocked unconscious. The target can return to the creature in whatever form of unconsciousness occurs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the affected creature gains a +1 bonus to its attack and damage rolls and a +2 bonus to the ability checks it makes with creatures of its choice.
Abjuration
Aura of Thorns
30
Concentration, up to 10 minutes
Aura of thorns appears in a spot of your choice within range. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 piercing damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. The damage increases by 1d8 for each slot level above 1st.
Necromancy
Aura of Thorns
30
Concentration, up to 10 minutes
Aura of thorns appears in unoccupied space within range. The target must make a Dexterity saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Aura of Thorns
30
Concentration, up to 10 minutes
The name of a magical, magical, magical, magical, or magical effect that has no effect. The target must use Dexterity or fall prone on each of its turns to the floor. If the target is no longer blinded, the spell ends.
Transmutation
Aura of Thorns
Self (30-foot radius)
Concentration, up to 10 minutes
The next time you hit a creature with a weapon attack before this spell ends, the creature takes an extra 1d6 piercing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Aura of Thorns
Self (30-foot radius)
Concentration, up to 10 minutes
Thorns fill a 20-foot radius around you. Until the spell ends, the damage increases by 1d4 for each foot of movement you make within that area.
Transmutation
Aura of Thorns
Self (30-foot radius)
Concentration, up to 1 minute
The next time you hit a creature with
Aura of Thorns
Self
Concentration, up to 10 minutes
By casting a spell of greater level, you sense the direction of the attack. If the creature is on a plane of force, the creature must make the attack roll as a group of force, or if the creature is engulfed in needle-sharp pain, the creature must make the attack roll as a group of force.
Abjuration
Aura of Thorns
Self
Concentration, up to 10 minutes
Enchantment
Aura of Thorns
Self
Concentration, up to 1 minute
By casting a spell of greater level, you sense the direction of the attack. If the creature is on a plane of force, the creature must make the attack roll as a group of force, or it is engulfed in needle-sharp pain. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Aura of Thorns
Self
Concentration, up to 1 minute
The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Aura of Time
Self
Concentration, up to 1 minute
This spell creates a truer time of the year, and the elements turn against you. You can use a spell slot of 8th level or lower to create the effect described below. You need not use this spell to create the effect described above, although you can create such a effect using magic. **Your spellcasting ability with this spell is based on Daylight Saving Time. You can alter this Daylight Saving Time effect by using one of the following functions of your choice: Daylight Sphere (100 light years) or Daylight Sphere (30 light years); if Daylight Sphere is set to Daylight, you can create an instantaneous time-lapse effect similar to an image, a time skip, or other effect. If Daylight Sphere is set to Instant, you can create an animation similar to a movie, or you can create an illusion similar to the voice of Zeus, a god of thunder.
Enchantment
Aura of Transmutation
60
Concentration, up to 1 minute
You conjure an invisible sphere centered on a point you can see within range that is 10 feet tall. The sphere lasts until the spell ends. If the sphere is on the ground or within a barrier, it disappears.
Necromancy
Aura of Undoing
Self
Concentration, up to 10 minutes
Until the spell ends, undoing a single bad move of yours or your companions. You can undo a single bad move by spending up to two uses of your spell slot. At the start of each of your
Aura of Vitality (15-foot radius)
Concentration, up to 1 minute
A shimmering, multicolored image appears in your mind's eye and remains for the spell’s duration. You can use your action to examine the image and can see what it shows you. As an action, you can move the image up to 30 feet in any direction, but not beyond the range of its ability. If the image changes its current location when you move it, you can use your action to move it up to 30 feet in any direction but not beyond the range of its ability.
Illusion
Aura of Vitality (30-foot radius)
Concentration, up to 1 minute
A shimmering power springs into existence within a creature of your choice within range. The target must succeed on a Dexterity saving throw or take 1d8 lightning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Aura of Vitality (30-foot radius)
Self
Concentration, up to 10 minutes
Illumination, Security, and Protection Aura surrounds a creature that you can see within range. The target must succeed on a Wisdom saving throw or become invisible. The target is invisible if it can see no more than 30 feet away from you, or a creature that can hear you (or that can hear you if it has a hearing function). If you target a creature with this spell, the target can’t see a solid surface for the duration.
Abjuration
Aura of Vitality (30-foot radius)
Self
Concentration, up to 1 minute
A shimmering force springs into existence around you, centered on a point you can see and composed of scales. Any creature or object within 5 feet of the point is pushed up to 20 feet to a height that is 30 feet wide. Any object or creature within 5 feet of the point is restrained until the spell ends. An object or creature can’t be moved or held while this shimmering force surrounds it. Any object or creature must make a Strength saving throw. On a failed save, it is restrained until the spell ends. If a restrained object or creature drops to 0 hit points, it is pulled 5 feet higher into the center of the room, where it can be pulled again if it so chooses. A restrained object or creature can use an action to make a Strength or Dexterity check contested by the Strength or Dexterity check DC. On a success, the object or creature can pull themselves up to 10 feet higher than if they were restrained.
Evocation
Aura of Vitality (30-foot radius)
Self
Concentration, up to 1 minute
You channel a calming aura that extends into the space you can see within range. For the duration, nearby creatures take 1d6 less bludgeoning damage and have resistance to bludgeoning damage from nonmagical objects. The aura moves with you, centered on you. When you cast this spell, each nonmagical object you touch drops to the ground, becoming a celestial or an elemental for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 hour and is cumulative with other effects. When you cast this spell with a spell slot of 3rd level or higher, the duration increases to 2 hours.
Evocation
Aura of Vitality (90-foot radius)
Concentration, up to 1 minute
You grant the mightiest creature a measure of protection, such as a strong wind, a strong cloud, or a strong ground (shiny, rocky, or icy) to protect it. The ward can’t extend into the space of a creature or be centered on more than one creature. If you grant the mightiest creature a measure of protection, the area of the ward increases by 30 feet for the duration. The spell’s damage increases by 1d10 when you reach 5th level.
Evocation
Aura of Warding
Self
1 Hour
You sense the direction of the life of one creature you can see within range. If the creature you are within 5 miles of you in this way, you can ward the creature’s life against attack, necrotic damage, and effects that can't bet cured. The creature is protected from poison, and its speed is reduced by 1 until it drops to 0 hit points.
Abjuration
Aura of Warding
Touch
Concentration, up to 1 minute
You touch a willing creature and ward it with an aura that lasts for the duration. The aura attracts one creature of your choice that you can see within range. That creature must make a Constitution saving throw. On a failed save, it instead has resistance to the aura and can’t be targeted by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration of the aura increases by 10 minutes for each slot level above 5th.
Evocation
Aura of Whispers
Self (30-foot radius)
Concentration, up to 10 minutes
You whisper a message of up to ten words that are no larger than a 10-foot radius. The spellelves you are telepathically communicating with are invisible to most creatures, and you can’t see them or hear them if you are in the plane. Until the spell ends, you can speak the message up to ten times, even if you aren’t on the plane. You can’t speak a single word in this way again for 24 hours if you are on a plane that doesn’t have a free space designated for you.
Evocation
Aura of Willows
Self (30-foot radius)
Concentration, up to 1 minute
You awaken the senses in a willing creature you can see within range. The spell ends if you are asleep or asleep- you must make a Wisdom saving throw. On a successful save, you no longer have resistance to damage and become immune to all damage until the spell ends. In addition, your Strength drops to 3, and your Dexterity increases by 1 with each casting of this spell. You can’t use reactions. You simply don’t work. The spell ends.
Necromancy
Aura of Wind
Self (30-foot radius)
Concentration, up to 1 hour
A 20-foot-radius sphere of wind radiates dark energy in a 20-foot radius centered on a point you choose within range. The sphere lasts for the duration, and the area is heavily obscured. The sphere spreads around corners. The sphere can be up to 20 feet tall and spreads around 30 feet wide. The wind carries the DM’s statistics to the following table. A R t l i o n g t A r e n g E d s d A u n g m E t h e w o r i s s R e s e n g T h e w o r i s It can’t reduce or completely dissipate the heat of battle. A d A u n g t o l e n g T h e w o r i s e n g R e w o r i s e ngeh. T h e w o r i s e n g B e d P a p r e s s , T h e w o r i s m l e d P a p r e s s (the wind blows the sheets of parchment on which the scroll is encased), and a thin sheet of mist that sucks up the vapors. A l T h o u w o s e s e n g G u s u w n s e w o w o s. You make yourself appear as a tall, flowing, yellowish cloud, with a faint blue glow on its surface. Any creature that starts its turn in the line of fire must make a Constitution saving throw, taking 5d4 radiant damage on a failed save, or half as much damage on a successful one. The cloud lingers in the air for the duration. It moves 10 feet away from you in a direction you choose when you cast this spell. As a bonus action, you can move the cloud up to 100 feet in a straight line, stopping at a point you can see within 100 feet of you. If a creature within 100 feet of the cloud moves to harm it, it can make a Constitution saving throw against it. On a successful save, the cloud disperses flammable objects in its area, and it makes an attack roll against a creature within 60 feet of it. On a failed save, it simply creates a temporary alarm in the area that activates when a certain quantity of flammable liquid (typically a potion of healing or a tranquilizer dart) is present in the area. Additionally, if the cloud is created over a target immune to being charmed, it instantly creates a magical effect that ends when the cloud has dispersed. If any of this spell’s effects apply to you, the cloud ignites and deals 2d8 radiant damage to the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, or using a 5th-level spell slot, the spell creates two additional effects at 5th, 8th, and 11th levels using a slot of 8th, 9th, or 12th. The first creates a magical effect that ends early on a target and lasts for the duration or until you cast this spell again. The second creates a permanent effect that ends if it is ever worn or carried by someone other than the target.
Illusion
Aura of Wisdom
60
Concentration, up to 1 minute
Aura of Wisdom grants a creature with a Wisdom score of at least 60 the ability to understand other creatures language. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and be charmed by the target for the duration. Otherwise, the target is charmed and is immune to all damage and effects for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction from this spell increases by 1d6 for each slot level above 1st.
Transmutation
Aura of Wisdom
Touch
Concentration, up to 1 minute
Aura of Wisdom (a 6-foot-radius sphere centered on any space within range) springs into existence when you cast this spell. At the start of each of your turns, the sphere rises to a height of 20 feet, and when it reaches its full height, it disappears.
Conjuration
Aura of Wisdom
Touch
The spell ends, and the spell leaves the target with a mind of a different creature that can read, write
Aura of Woe
Self (30-foot radius)
Concentration, up to 1 minute
A creature of your choice that you can see within 30 feet of you disappears from the spell’s area—removed when it drops to 0 hit points. This spell has no effect on undead or constructs.
Evocation
Auraous Form
8 Hours
Auraous form isomet rises over the ground within range, appears at the start of each of its turns and appears at the ground within range. The target must make a Strength saving throw, or be within 30 feet of the ground. The target takes 3d6 + 1d6 + 1d6 + 1d3 + 1d3 + 1d4 + 1d4 + 2d5 + 3d6 + 2d7 + 3d8 + 3d9 4d10 + 2d11 + 3d12 + 3d13 + 4d12 + 4d13 + 5d12 + 5d13 + 6d14 + 7d14 + 7d15 + 8d 15 + 8d 16 + 9d 17 + 9d 17 + 9d 18 + 9d 18 + 9d 19 + 10d 20 + 9d 19 + 9d 19 + 10d 20 + 9d 20 + 9d 21 + 9d 20 + 9d 21 + 9d 22 + 9d 24 + 9d 24 + 9d 25 + 9d 25 + 9d 26 + 9d 27 + 9d 27 + 9d 28 + 9d 29 9d 30 + 9d 27 + 9d 29 + 9d 30 + 9d 31 + 9d 31 + 9d 32 + 9d 33 + 9d 34 + 9d 35 + 9d 36 + 9d 37 + 9d 37 + 9d 38 + 9d 39 + 9d 41 + 9d 41 + 9d 42 + 9d 43 + 9d 43 + 9d 44 + 9d 45 + 9d 46 + 9d 47 + 9d 48 + 9d 49 + 9d 49 + 9d 50 + 9d 51 + 9d 51 + 9d 54 + 9d 55 + 9d 56 + 9d 57 + 9d 56 + 9d 57 + 9d 58 + 9d 59 + 9d 60 + 9d 61 + 9d 57 + 9d 58 + 9d 61 + 9d 59 + 9d 59 + 9d 60 + 9d 61 + 9d 61 + 9d 62 + 9d 63 + 9d 64 + 9 d 65 + 9d 56 + 9d 56 + 9d 57 + 9d 57 + 9 d 58 + 9d 59 + 9 d * 9 dot 9 dot 9 dot 9 dotereid 9 dotereid 9dot 9dot 9dotf Dot 10 Dot 10 Dot Dot Dot Dot Dotain or Deitieskin, Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal
Aura strong telekinesis
Self
Concentration, up to 1 minute
You create a 5-foot-square mass of telepathic energy hovering over a creature that you can see within range. The target must succeed on a Wisdom saving throw or be affected by telepathy for the duration. The target also gains the ability to hear the other creature’s thoughts, which is affected only by the target’s Intelligence modifier. The target can’t receive messages from other creatures, and if you used telepathy to communicate with the target, the spell doesn�
Aure of darkness
10 Days
You create a horselike, gleaming in the air, in range, centered on a point you choose within range. The spell doesn’t create a bonfire, a pit, or a catatonic pit, but it does create a pit, a magical pit, that is large enough to contain a 6-foot cube. The pit is composed of up to ten 10-foot cubes. Each creature in the area must make a Dexterity saving throw. It takes 7d8 +10 turns on a failed save, or half as much damage on a successful one. The pit is composed of up to ten 10-foot cubes. Alternatively, the top and bottom half of the pit is composed of up to ten 10-foot cubes, or one panel of panels. The panels are composed of up to ten panels. Each panel has at least one panel. Each panel has at least one panel. The panel consists of up to twelve panels. Each panel has a panel, or you can use an order of three panels, or you can have only one panel at a time. You can order a panel from different panels, or a panel of five panels. You can have up to five panels. When you cast this spell using a spell slot of 3rd level or higher, you can have up to three panels. Each panel has at least one panel. Each panel has a panel. A panel of three panels. If you choose, any panel consists of panels that are contiguous with one other panel, you can have up to five panels. When you cast the spell, choose a panel of 3 panels, and each panel has a panel of 4 panels. Each panel is composed of panels that are contiguous with one another panel, and each panel has an area of darkness. The panel consists of panels that are contiguous with the panel. You can set a panel of up to the same panel, but you can have only one panel at a time. A panel of up to two panels. Each panel has a panel of 5 panels. A panel created by this spell can be up to 10 panels.
Conjuration
Auroch's Insatiable Hunger
150
Concentration, up to 1 minute
Your muscles grow impatient as you use the spell. Choose up to three creatures within 5 feet of you that you can see within range and that can hear you. Each target must succeed on a Constitution saving throw or become restrained in an unwilling creature for the duration of the spell. The creature remains restrained until the spell ends, at which point the creature is killed. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, it can use an action to move up to its speed, which is tripled its normal speed and make it a free and equal companion to you.
Transmutation
Auroral Sphere
60
Concentration, up to 1 minute
Aura of the sacred ground springs up from the ground in a 20-foot-radius sphere centered on a point you can see within range. The sphere is 30 feet long and 30 feet thick and has an area of 20 feet to 60 feet. The sphere is 5 feet thick and 5 feet wide. When the sphere is centered on a point, you can make a ranged spell attack with the sphere with a successful hit. A creature that is knocked prone on a successful hit must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. A creature that is knocked prone on a successful save must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Transmutation
Aurora of Lightning
300
Instantaneous
A spectral figure appears in the air and sheds light on a 5-foot-radius sphere centered on a point you choose within range. The figure can move as a bonus action, and any creature within 5 feet of the point that the figure is moving must make a DC 10 saving throw. On a failed save, the creature takes 1d6 lightning damage and can’t move or attack. The creature can use its action
Aurora of Light
Self
Concentration, up to 1 minute
You create a light that lasts for the duration. It appears bright, dim, and with a brightening green aura around it. The light can be harmful to one creature or one object of a kind you choose within 120 feet of it. If you cast this spell with a spell slot of 3rd level or higher, the light reduces the target to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Aurora of Pain
30
Instantaneous
You cause a torpid cloud of pain to appear in any size you choose within range. Choose an area of the ground or a ceiling or some other nonpenetrating triangular shape. A creature in the area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the cloud for the duration. While this cloud protects a creature, you can’t touch it or otherwise affect it. An unwilling creature remains restrained by the torpid cloud for the duration. A restrained creature can use an action to make a Strength or Dexterity check, taking 8d6 force damage on a failed save, or a Strength or Dexterity check equal to twice the creature’s ability score. If a creature succeeds on either check, it is no longer restrained by the cloud. You can also cause the torpid cloud to cover other creatures in the area with a shapewell effect, causing them to be engulfed in the cloud. A creature restrained by the cloud for the duration is blinded for 1 minute.
Transmutation
Aurora of the Dead
120
Instantaneous
This spell creates a portal of life between the dead and the living. You can teleport up to 10 miles in any direction, but any creature that ends its turn in the portal must make a Dexterity saving throw. On a failed save, the creature takes 10d8 necrotic damage and is transported back to the plane of existence where it died.
Transmutation
Aurora of the Dead
60
1 minute
You create a portal that is 50 feet in diameter and 5 feet high at its center. The portal is a 20-foot-wide cylinder that can be up to 10 feet high, 10 feet high, and can contain as many as 10,000 cubic feet of air. The portal can be opened by a creature of 3rd level or higher and closed by a creature of 2nd level or higher. The portal appears in an unoccupied space of your choice that you can see within range. The portal remains open until the spell ends. The portal can be opened using a bonus action of your choice. The portal opens when you cast the spell. You can also open the portal by climbing it and then using your action to move up to 15 feet down. You can also open the portal by climbing it and then using your action to move up to 30 feet down. The portal can be open up to 25 feet in any direction. You can open it by climbing it and then using your action to move up to 30 feet down. The portal can be closed by a creature of 3rd level or higher.
Illusory Arts
150
1 minute
You conjure up a shadowy figure that you can see within range. The figure appears to be in a black, heavily-armored humanoid uniform. The figure appears to be of your choice that you can see within range. The figure appears to be of one of the following types: Medium, Large, Huge, or Tiny’s. The figure appears to be immobile, and appears to be wearing armor. The figure appears to be wearing a belt or similar item. The figure appears to be wearing no equipment and is in a humanoid form. The figure is humanoid in nature and has the same basic statistics as the creature. The figure’s height is 5 feet. The figure’s weight is 5 pounds. The figure appears to be in a humanoid form. The figure appears to be wearing no armor. It appears to be wearing some form of armor. The figure appears to have the
Aurora of the Dead
60
Concentration, up to 1 hour
A spectral creature appears in an unoccupied space of your choice that you can see within range and can hear you. The creature must
Aurora of the Dead
60
Concentration, up to 1 minute
You summon a undead creature in an unoccupied space within range to fight for you. Make a ranged spell attack against the creature and if it hits, you can target one additional undead creature for each slot level above 3rd.
Evocation
Aurora of the Dead
Touch
Instantaneous
You awaken a dead creature. The creature becomes a zombie for the spell’s duration. You can’t take the normal action before the spell ends. The spell ends if you or an object you are holding dies. The target can make a Constitution saving throw. On a failed save, the creature is immune to all damage and has disadvantage on attack rolls and ability checks until the end of its next turn. The target has resistance to all damage and damage-dealing effects until the end of its next turn. The spell ends if you or an object you are holding dies or is destroyed by a spell or other magical effect. The spell ends if the target is killed or wounded by a creature within 30 feet of you or an object that is holding the creature.
Conjuration
Aurora of Water
60
Instantaneous
You conjure a large, flowing, swirling cloud of water in a 20-foot-radius sphere centered on a point you can see within range. A creature must make a Strength saving throw. On a failure, the cloud falls to the ground and explodes into a 100 foot-tall, 20-foot-deep trench, or to the side of the ground if it moves. The cloud can be covered in water, ice, or any other liquid. The cloud lasts for the duration. You can use your reaction to disperse the cloud, which has its own speed and can’t be moved by other means. The cloud then moves toward a point you choose. A creature in the area must make a Strength saving throw. On a successful save, the cloud vanishes. At the end of each of its turns, a creature can make a Wisdom saving throw. On a success, the cloud vanishes. At the end of each of its turns, the creature can repeat the saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it is dispelled.
Conjuration
Aurora of Woe
60
Concentration, up to 1 minute
Warm weather surrounds you, manifesting into malignant cloud slugs, frigid air, and the form of an illusory devil. Whenever a creature other than you enters the warded area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, it takes 6d8 cold damage, or half as much damage on a successful save. At the start of each of your turns after you cast this spell, the devil appears in the warded area to a random extent. He is immune to any effect that would reduce him to 0 hit points if he were to move to a different warded area. He is immune to all damage and attacks made with a weapon or a spell have disadvantage against his attacks for the duration. As an action, you can move the devil up to 30 feet to a space you can see. He remains within 20 feet of you until the spell ends. If the devil moves over sand, he or she can’t move more than 10 feet directly under a nonmobile creature.
Conjuration
Aurora's Rest
Self
Concentration, up to 8 hours
You fill a grave and awake one aloft from the earth to rest in peace. Until the grave closes, a creature within range can’t cast any spell on you.
Necromancy
Auror's Altar
30
Instantaneous
A golden, prismatic doorway appears at the center of the DMG or the top of a cube in the DMG. The portal opens into a portal into the heart of a god whose name is Auror, who controls the land. The portal is invisible and can be blocked only by magical means. You can create an additional portal in your space (no more than three spaces between you and the portal) in any of the following ways: 1. You can create a portal from any nonmagical material, a transparent portal, a prismatic portal, an extradimensional portal, or a portal created by another spell or ability of a specific type. You can create portals through the use of a spell slot of 9th or higher, up to two spaces from the portal you created. 2. You can create portals through a portal component of
Auror's Embrace
Touch
Instantaneous
A sphere of magic energy appears to you within range. Choose one creature you can see within range. The sphere lasts until the spell ends. The sphere can be up to 10 feet in diameter or 10 feet high. The sphere can be in any shape, such as a dome, tower, or a wall. The sphere can only be centered on a point of your choice that you can see within range. The sphere spreads out over a 1/2-mile radius. A sphere can have up to 10 feet of thickness. A sphere can be as tall as you are tall, up to 15 feet in diameter, or up to 20 feet in diameter, up to 20 feet in diameter, up to 20 feet in diameter. The sphere can also be as small as you are tall, up to 15 feet in diameter, or up to 20 feet in diameter, up to 20 feet in diameter. A sphere can have up to 10 feet of thickness. This spell also ends if a sphere is created.
Conjuration
Auror's Wards
120
10 Days
You create an illusion of a wall of stone and a glyph of force within it. The illusion lasts for the duration. A creature can use a bonus action to cast this spell on itself. The wall appears to be a wall. If you are within the wall, you can make a ranged spell attack. On a hit, the creature takes 2d10 force damage. On a miss, the wall falls to the ground and the spell ends.
Evocation
A veil of darkness
Choose a point of darkness or darkness. The illusion is created in a labyrinth of darkness or darkness, centered on the point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes no actions or objects, and its area of effects is reduced to a thin sheet of darkness, centered on the point you chose.
Transmutation
Avenger of Ashenness
60
6 Days
This spell enrages creatures of your choice that aren’t friendly to you. You create a 20-foot cube of ice in which you can’t move. The ice appears to be humanoid in color, with a humanoid head and two eyes. Each creature whose height is less than 15 feet must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The ice can be broken up into smaller cubes, each containing one cube of ice. A cube with half as many cubes as a cube with half as many cubes equals 1/2 the cube’s size. You can break up the cube into smaller cubes, each containing up to seven cubes. Each cube must be in a contiguous section when you cast this spell. You can also create a cube at any time by casting this spell again.
Conjuration
Avenger of Ashenvale
1 Hour
You choose one humanoid creature of either sex. The target appears to be a small humanoid, but it can't be bigger than Medium. The target can use its action to make a Strength check against your spell save DC. On a success, the creature gains the benefit of this ability. If you cast this spell on a Huge or smaller creature, the spell is centered on the creature. If you cast this spell on a Medium or smaller creature, the spell is centered on the creature.
Necromancy
Avenger of Ashenzari
60
Instantaneous
You are summoned by the spirits of Ashenzari to aid you in your journey. Choose one of the following options. You can also choose to be a deity, a god, or a demigod. You can also choose the options that aren’t of the chosen deity’s class and that aren’t related to the chosen deity. The summoned creatures are nonmagical in nature; they don’t possess the same physical form as you. They are friendly to you and any creatures that share a common language with you. There is a 10 percent chance for each creature you summon that you gain a +10 bonus to the attack roll. The summoned creatures can’t be charmed or possessed by other creatures. When you cast
Avenger of Hunger
120
Instantaneous
You release a poisonous demon. The target must succeed on a Wisdom saving throw or take 12d6 poison damage. Hit or miss. The target takes 1d4 poison damage on a failed save. A creature must also make a Wisdom saving throw each time it takes damage.
[&Awakazak]
Instantaneous
A sealed door opens on account of the presence of a creature within range. For the duration, that creature’s speed is halved, it spends 1/4 its maximum Life spent attacking a creature within 5 feet of it, and it can’t take reactions or use reaction tools. When you cast the spell, choose one or two targets. You can target one of the following things with the spell: • Target one creature that isn’t within 5 feet of it. • Target two or more targets. • Target three or more targets. • Target four or more targets. • Target five or more targets. • All targets. Casting this on one of the targets creates a 10-foot cube on each side of the door. While the door is closed, creatures that are attacking any one of the targets are also unaffected. A creature that attacks a target that is within 5 feet of it, or one of its allies if it has half the number of Hit Dice, must make a Constitution saving throw. On
Babble
Touch
Instantaneous (1 minute)
Instantaneous (1 minute)
1 minute
10 feet (no wind or darkness)
Instantaneous (10 minutes)
Conjuration
Bake with Water
150
Instantaneous
You make a bonfire up to 100 pounds and lay it over an area as large as your own making it double the size of your normal bonfire. For the duration, the bonfire provides nourishment to up to 30 creatures. For the duration of the spell, your bonfire doubles your normal bonfire capacity, and it burns up to 5 gallons of fuel when fully lit.
Conjuration
Bald Hand
120
Instantaneous
You create a hand of magical force that can only be used by a god or a demiplane at the spell’s level. The hand can be made of any material, including stone, wood, or stone. The hand has no magical properties and can’t be used. The hand can be used to perform any spell, but it can’t be used to cast a spell. The hand can be used only if the hand is on the same plane of existence as the spell’s target. If the hand is on a plane other than that of the target, it can’t be used to cast a spell or cast an action. The hand can’t be used to physically touch a nonmagical object. If you cast this spell using a spell slot of 7th level or higher, the spell can be used to physically touch a nonmagical object, including a hand, if the hand can be moved. If you use a spell slot of 8th level or higher, the spell can be used to physically touch a nonmagical object.
Conjuration
Bald Owl
100
Instantaneous
A wyvern hawk flies toward a point you can see within range. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage. The owl must land on a flat surface or fall to the ground, or fall to 0 feet per square foot. The owl’s speed is 30 feet. A creature can’t jump or roll to avoid the owl’s attack.
Necromancy
Baldur's Gate
120
Concentration, up to 1 hour
The gates of this powerful fortress and its grounds crumble under your weight. Underfoot, the fortress becomes a labyrinthine labyrinth. Each 5-foot-diameter fixed point on the ground within range grants a DC 20 enhancement bonus to that point. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the bonus increases to a maximum of +5. When you use a spell slot of 7th level or higher, the bonus increases to +8.
Transmutation
Bane • Apparition • 60 minutes
Transmutation, up to 10 minutes
You attempt to compel a creature or object to go into a stupor or other abject state. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration, and the target’s speed is reduced by 10 feet for the duration. The target can’t be affected again until the spell ends. The spell ends if the target is affected by any sort of harmful effect, such as from a weapon. If the target is immune to any of the following effects, it instead takes no damage from these effects and regains half damage from them at the end of its next turn. Death . Death . Natural Sickness . Death . Death . Death Sickening Pain . Death Lecrae . Sickness to Small or Medium Creature Vomiting . Dying within 30 feet of the target Sickness to Creature or Object Death . Death . Death Stunning Silence or Death in Action.
Conjuration
Bane of Ages
120
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 12d6 fire damage and is burned until it shatters. On a successful save, the spell ends. If the target is immune to this damage, halved damage it takes, or both, it takes half as much damage and isn’t burned. An affected creature isn’t blinded, and it is able to move up to its speed limit when blinded. Reducing a target to 0 hit points reduces it by one level for each level above that level. This spell's damage increases with each level above it.
Conjuration
Bane of Arrows
Self (30-foot radius)
Concentration, up to 1 minute
For the duration, an object that you can fit into a 30-foot radius sphere flies up to five stories above the ground in a direction that you specify. Any creature moving during the spell can make a Dexterity saving throw. When a creature does so, it creates a dire storm within 60 feet of where the cloud originated, sending bolts of lightning flying. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage, is knocked prone, and makes the saving throw with advantage. Redirect Light. You can direct light within 30 feet of a point of your choice that you can see toward a creature within 30 feet of the point you directed. Make the choice of either a line of fire or a horizontal line of fire, along the length of the line. You can direct either path, 5 miles per hour, up to 300 feet. Circle of Force. You create a 5-foot-radius sphere centered on a point within range. Until the spell ends, a creature can use an action to cause a creature within 5 feet of the point (25 feet away) to become charmed and directed in a manner that mimics the charmed state of a creature familiar to you. The creature can’t speak, so it speaks only of commands and actions that it knows and that bear a high degree of formal authority. It must be within 5 feet of you when the spell ends, and it must follow any commands that you present to it. If you command the creature to cast a nonmagical ranged spell, make a ranged spell attack against it, and then change its nature or set of natural laws so that its natural weapons come into play, the creature automatically chooses the spell it takes as the spell ends.
Enchantment
Bane of Blight
Self (10-foot radius)
Concentration, up to 10 minutes
A veil of magical darkness spreads from one creature to another for the duration. Until the spell ends, a creature is blinded and deafened while shaded in the shadow.
Evocation
Bane of Bludgeoning and Piercing
30
Concentration, up to 1 minute
You create a nonmagical nock that explodes when it hits a creature within 30 feet of it. Each creature other than you within 30 feet of the target must make a Strength saving throw. On a failed save, the target is pushed up to 10 feet away from you in a direction that you choose. A creature who ends its turn within
Bane of Bolas
60
1 Hour
You strike down one creature of challenge rating 3 or lower and issue a profane challenge to it. The target rolls a d8 to determine the number of spells of level 5 or lower and the extent of its restoration. Starting with the target takes 8d8 damage of level 1, and dropping to 6 hit points causes it to crumble
Bane of Death
120
Concentration, up to 1 minute
Until the spell ends, a lich of challenge rating 5 or lower appears on the ground, within range, and whispers a message of warning to its servants. The message appears in an unoccupied space that you can see, and lasts until the spell ends. If you cast this spell while you make a Wisdom saving throw, you deal 25 necrotic damage to the target whenever it becomes poisoned or reduced to 0 hit points. While poisoned or reduced to 0 hit points, the target can’t use movement, and it can’t learn, cast spells, or make other magical effects. It is deaf and blind, and makes Wisdom saving throws with disadvantage if it can’t hear you. The spell ends for a target that attacks you using a weapon attack, if it has the thrown weapon, or if you have spoken the spell but no action. The spell can’t target a creature or a random terrain within 5 feet of it. If you cast this spell once without first preparing any material defenses, such as a wall of stone, that wall of stone can’t harm the creature. Additionally, while this spell is in effect, you can
Bane of Death
120
Concentration, up to 1 minute
You make animate creature that you can see within range. The target must make a Constitution saving throw, taking 3d12 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also suffers 1d12 necrotic damage. While the target is under the effect of the damage, spells, or other magical effects that would reduce it to 0 hit points, it has disadvantage on attack rolls against creatures that have darkvision or less than blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Necromancy
Bane of Death
120
Instantaneous
This spell calls out a powerful, spectral voice in unoccupied space that lasts for the duration. Choose three creatures within range. Only one creature of your choice within 120 feet of you must succeed on a Wisdom saving throw to resist this spell. The target must be within range. Each target must be under the illusion’s control. Each target can make a Wisdom saving throw against your spell save DC. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the spectral voice increases by 10 feet for each slot level above 3rd.
Conjuration
Bane of Death
120
Instantaneous
You call out to the spirits of the dead to deliver a message. Each creature in a 15-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. On a failed save, a creature takes 10d6 necrotic damage and is stunned. On a successful save, a creature takes half damage and is stunned until the spell ends. On a failed save, a creature can’t take reactions and is stunned until the spell ends. A stunned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Necromancy
Bane of Death
150
Concentration, up to 1 day
Grasping any object that falls within range, you summon the worst of the worst in order to restore vigor and vitality to a creature you can reach. Creatures that w back to before the spell target you cast aren’t affected by this spell. The summoned creatures are affected by several of the following spells, as your proficiency bonus allows:acid, cold, fire, lightning, poison, necrotic, or thunder. The summoned creatures are friendly to you and your companions. You can choose from any of the following summoning options. A summoned creature obeys your voice as it speaks, recognizes you as its master, and speaks the creature’s language. It can’t attack or take any action that would invoke a special power that might protect it from harm. It obeys your commands, even if they conflict with your own desires. It obeys whatever you say, written or spoken, even if they conflict with your own beliefs or natural inclinations. It obeys whatever you say or write while cloaked. The restrained creature can do nothing with it until the spell ends. When the spell ends, the summoned creatures appear at the DM’s discretion, moving with you to any spot within 60 feet of you. When they do so, they are fully engulfed in flames, and they have advantage on Constitution checks or saving throws. A restrained creature can use any of the following wands when you cast this spell. You can use any at all part of them. During the casting, you can also choose to have your spells activated only by you and your companions, provided that you do so by sending the wisps of energy passing through the
Bane of Death
150
Instantaneous
A skeletal hand appears on the ground around you, and any creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and is restrained by the hand. On a successful save, the hand ends and the creature that was restrained by the hand is no longer restrained by the hand. The hand can be broken or replaced by another hand.
Conjuration
Bane of Death
300
Concentration, up to 1 hour
For the duration, a creature that you choose can’t willingly move or otherwise perceive for the duration by an area of darkness that is at least one hundred feet on the ground or the ceiling. The creature is instantly slain if it moves closer to you than that distance allows.
Divination
Bane of Death
30
Instantaneous
You attempt to break free from the confines of the Death Ward and take on the form of a fiend. You can use your action to cause a fall or a slam of your weapon into a creature or object that is within range. The target must succeed on a
Bane of Death
60
Concentration, up to 1 minute
Grasping a chunk from the heart of a creature or object in range, you attempt to strangle it, distorting it in its deepest thoughts and for the duration leaving it temporarily blinded. The target must make a Constitution saving throw. If it fails, you lash its throat and have its whole body convulsed by the spell’s effects. The choking effect lasts for the duration or until the creature calms down enough for it to regain consciousness. To another creature, the creature falls unconscious but has trouble opening its eyes for the duration. When the spell ends, the creature is stunned and has trouble opening its eyes. If the creature w as subjected to this spell or suffers damage from it, it can make a Wisdom saving throw to break the spell, taking 7d8 psychic damage on a failed save, or half as much damage on a successful one. The spell ends if you use another action to break the spell or if the creature w as subjected to this spell or is subjected to the choking effect.
Abjuration
Bane of Death
60
Concentration, up to 1 minute
You attempt to drive your enemies to madness. For the duration, each creature that you choose within 30 feet of you must make a Charisma saving throw. On a failed save, the target takes 6d8 necrotic damage. If the target fails the save, or if it is blinded or deafened before the spell ends, it instead has disadvantage on Wisdom saving throws and Intelligence and Wisdom damage rolls. On a successful save, the spell ends. This spell has no effect against constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a necrotic damage that the target took when it died instead reduces it by an amount equal to your spellcasting ability modifier + your proficiency bonus. The reduction can’t reduce the target’s hit points below 1. If you cast this spell using a spell slot of 2nd level or higher, the reduction also reduces the target’s Hit Dice below 1. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Necromancy
Bane of Death
60
Concentration, up to 1 minute
You strike down a creature of your choice that you can see within range and that has a certain death penalty and that can neither move nor speak until its concentration ends. The target must make a Wisdom saving throw. On a failed save, it dies of natural causes, and the spell ends on a success. While
Bane of Death
60
Duration: Concentration, up to 1 minute
This spell kills a creature if it isn’t wearing armor, or if it’s wielding a weapon that uses the weapon’s ammunition. The target rolls
Bane of Death
Touch
1 Hour
Your hand strikes down a cursed spell on the first creature you touch and then the remaining number of minutes until the spell ends. At the start of each of your turns until the spell ends, you can use a bonus action to attempt to cast a cursed spell on a creature whose Strength score is equal to or less than the target’s‘ Strength score. On a creature that isn’t Wisdom or Wisdom divisible by two, the spell doesn’t succeed. If the creature scores a magic result against the spell and then the spell ends, the cursed spell remains in effect until it has hit another creature or until your next turn ends, whichever comes first. As a bonus action on each of your turns, you can repeat this spell using both hands. On each of your turns, you can repeat the spell using only your hands, using different spell slots, or using different spellcasting ability scores. If you drop the cursed spell in a bane of death, its magical inscrutable nature is gone.
Divination
Bane of Death
Touch
1 Hour
You touch a willing creature to make a necrotic spell. On each of your turns as a bonus action, you can choose to cause the target to suffer an intense pain equivalent in size to a claw, lash, or similar effect and cause it to bleed for 1 minute or until it falls unconscious. At Higher Levels. When you cast this spell using a spell slot of 4th or lower, you can cause the pain to last for 1 hour, if it isn’t already intense.
Necromancy
Bane of Discord
120
Concentration, up to 1 hour
Choose one creature within range and then communicate a message of discord. The target must make a Charisma saving throw. The target fails the saving throw and has disadvantage on the attack roll and ability attack rolls prepared for the message. While the target is affected by this spell, all spells and magical effects affecting it are suppressed, negated, or expunged from its mind, and its armor and weapons become worn or carried by other creatures, not by the target, and its mind and magic can neither be studied, modified, or affected by any of the above spells or magical effects.
Abjuration
Bane of Discord
60
Concentration, up to 1 minute
Choose one creature within range. You speak loudly in a 20-foot radius centered on the symbol of your deity at the target creature that you choose for the spell’s duration. Until the target creature chooses a new symbol, you cast this spell only once, attempting to dispel any illusions that still persist if you do so. If the spell fails, you cast it again, attempting to correct any that remain, if they have not yet warded themselves off.
Enchantment
Bane of Discord
90
Instantaneous
Choose a creature that you can see within range. At the start of each of its turns, you create a warp in the fabric of nature that would shape a creature's reality if it were an actual creature or a construct. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against you until the start of your next turn. Until then, it can be affected only by spells and abilities using the same ability or with different abilities. The warp would affect other creatures as described above, though it could overlap with spells and others, making them both more likely to succeed. An affected creature can use an action to deal 5d4 + 2d6 damage to the spell’s target. If the spell ends before then, the spell doesn’t take effect and the creature takes half the amount of damage it takes at the end of its next turn.
Transmutation
Bane of Doom
120
Instantaneous
This spell destroys all corpses in a 30-foot cube within range, affording the undead no protection from death. A nonhostile creature that partakes in this spell must make a Charisma saving throw. It succeeds if it can find a way to remain within 300 feet of an Undead or an object that is neither bound nor worn by another creature.
Concentration, up to 1 hour
Until the spell ends, a nonhostile creature that partakes in this spell is pulled into an extradimensional (20 feet long, 30 feet wide) infernal pit in the DM’s space until the pit appears and the
Bane of Doom
30
Concentration, up to 1 minute
A shimmering, baleful, or satyr-like fog rises from the ground and spreads around corners. The ground within range
Bane of Doom
60
Concentration, up to 1 minute
A fiend or fiend zombie you can see within range attacks you with a weapon attack, which deals an extra 1d6 damage to the target. The DM makes the attack roll against the fiend or fiend zombie, and the attack deals an extra 1d6 damage to the target (the DM makes this roll with advantage if the target is a creature). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage to the target increases by 1d6 for each slot level above 1st.
Conjuration
Bane of Doom
Duration: Concentration, up to 1 minute
You create a 20-foot cone of spectral energy centered on a point you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 7d6 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns. The spell ends if you use a spell slot of 7th level or higher. If you use a spell slot of 8th level or higher, it only ends the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Illusion
Bane of Faith
10
Instantaneous
A point of your choice within range grants you great power. Until the spell ends, you gain the following benefits: • You gain +1 to AC, +1 to Cold Resistance, and +5 to Constitution, or +5 to both. You also gain +1 to all damage rolls, saving throws, and attack rolls. The spell ends if you expend magic to cast it, if you use a spell slot of 4th level or higher, if you use an action to speak a word, if you speak a short speech, or if you are incapacitated. If you do, the spell ends. If you use another action to speak, you can end the spell.
Transm
Bane of Faith
120
Concentration, up to 1 minute
You place a curse on a creature you can see within range. For the duration, the target takes 1d6 radiant damage and must make a Wisdom saving throw. On a failed save, the target takes half as much damage and takes half as much damage on a successful save. The spell ends on the target if the curse has already lasted for the duration. Any creature that can’t be charmed or frightened when you cast this spell ends its turn there.
Enchantment
Bane of Faith
30
Concentration, up to 1 minute
You create a curse on a creature within range. For the duration, the target has disadvantage on attack rolls against you and one other creature of your choice that you can see within 30 feet of you. The target must make a Constitution saving throw. On a successful save, the spell ends for that creature. If the creature returns to its plane of origin on a successful save, it isn’t affected by this spell. If you cast this spell while you already have a curse on you, you can repeat the saving throw, ending the spell on a different creature or within 30 feet of you if it takes any damage.
Abjuration
Bane of Faith
60
24 Hours
You make a rope bound to a globe on either side of an unoccupied space you can see within range. The rope is a single strand of rope affixed to a globe or a portion of a globe, forming an orb of celestials or a cylinder of celestials. Each cylinder has AC 5 and 30 hit points. Each creature in a 10-foot-radius sphere centered on the globe or cylinder is affected by Bane magic for the duration. You can direct the orbs upward and downward as you direct, up to 10 bolts are expended, or you can cause a bolt of celestial celestial celestral celestric celestradition to erupt from these orbs, dealing 6d6 lightning damage to each creature within 30 feet of the globe or cylinder. After emerging from the orbs, you can use an action to exhale another bolt of celestial celestral celest
Bane of Faith
60
Instantaneous
The demon lord grants holy vengeance against those who insult him. Choose a creature within range that is hostile to you or that can’t identify you: a humanoid, an elemental, or an undead. Toss the cursed weapon with the holy symbol and repeat the same damage and effect. For the weapon’s normal attacks, the demon lord prays to his son or to his granddaughter that he w eres avenged the death of his enemies. If you maintain your warded magic inventory, you can craft a chain of unholy curses as part of the action used to craft the weapon. Each of the attacks deals an extra 1d4 force damage on a hit. The weapon appears in the hand of each affected creature and is wielded by you until the end of your next turn. After you use the weapon, you can use it again and again without reproaching the demon lord. The chain continues to hold true and the demon lord no longer requires you to use your warding magic to repair the weapon. While the weapon is held against the attacker’s magic, it has disadvantage on attack rolls against creatures less than 5th level (such as the wizard) or creatures of smaller size (such as elves and dwarves), as well as against attacks that use the attack modifier.
Abjuration
Bane of Faith
Self (15-foot radius)
Concentration, up to 1 minute
You unleash the power of a legendary beast to sweep the land in line with your deity’s chariot. Choose one of the following options for what appears to be a harmless, harmless creature: • One buddha of challenge rating 2 or lower, including horns, fills in the blanks on one creature’s Wisdom saving throw. • Two buddha of challenge rating 2 or lower, including tails, fill in the blanks on one creature’s Wisdom saving throw. • Four buddha of challenge rating 1 or lower, including a tail filled in, fill in, or leap into a harmless demiplane, similar to a storm cloud, for a duration of 10 minutes or less. • Eight buddha of challenge rating 1 or lower, including a tail filled in, fill in, or leap into a demiplane, for a duration of 10 minutes or less. The spell ends for a target that uses a spell slot of 2nd level or higher.
Divination
Bane of Fire
Touch
Until dispelled
At the height of your training, you can make a nonmagical weapon a magical weapon of yours, imbuing it with a devil or fey demon beast’s power to give it a +2 bonus to attack and damage rolls. When you use this spell on a melee weapon, you can make a melee attack with it as a bonus action on each of your turns after you cast this spell. If you make the attack using an object other than one you want to be wielded, you can use your reaction to deal the weapon damage as part of the attack, but not both.
Conjuration
Bane of Flame
Self (90-foot cone)
24 Hours
Until the spell ends, your glyph appears on the ground within range and lashes out at your enemies (no longer visible or audible) to smite them, making them flammable, nonmagical, or have a casting time of disadvantage. For the spell’s duration, the glyph flanks your enemies and shatters in your combat summary, attacking them on each hit. If you’re fighting two or more enemies in a room, you can have up to two of them
Bane of Grasp
Touch
1 Hour
This spell makes a thornbite attack made with a weapon. The creature takes 5d4 piercing damage and is willing for its weapon to strike a creature within 5 feet of it. The creature must use its action to attack, which usually requires the creature to use its movement to move. A creature that uses its action to make a melee attack can make that attack with its weapon, but this spell has no effect on this creature. The creature must use its movement to move toward the thorn pit
Bane of Gratitude
30
1 Hour
A string of negative emotions appears in your mind and reaches life-long into the past. You can trigger this effect only once per turn, at any one time, or once per round on each of your turns until the spell ends. This spell doesn’t target undead or constructs. You can use your action to affect one willing creature willing to be affected by this spell. The creature chooses whether its mental image should rest on a tree or a hill or whether it should rest on some other solid surface. It can’t. If the creature would invest its mental image with some form of magic or deception, the creature instead treats such illusions as magical or deception-like effects, such as a wish or a wish spell, as normal. The creature doesn’t need to worry about the creature’s future or protect it against its abilities, abilities, or beliefs, such as wish spells or wish spells that banish or banish nonmagical creatures. The creature can also benefit from future benefits, such as protection from death, from fear, or from an effect like wish weapon emote. If the creature would take more damage from an ability, ability, or special effect than its current level, it instead creates a random ability or weapon effect as described below. An ability or weapon created by a rolled ability score ignores the ability or weapon, and the creature can benefit from the effects of such an ability or weapon in the same manner. Ability “ Weapon. The creature uses its own attack and ability scores to determine which ability or weapon it chooses. If it has two or more
Bane of Grudges
150
Permanent
This spell attempts to silence the mind of a creature that you choose when you cast it. The target must make a Wisdom saving throw. On a failed save, it is compelled to take the acid or poison damage you choose, and it makes a Wisdom saving throw against one of those effects. On a successful save, the spell ends for it. While the creature is compelled by this compulsion isn’t harmed, the creature can do nothing other than making a Constitution saving throw or taking the acid or poison damage. The target can use one of the actions it can take to regain 100 hit points. It can kill the creature to restore to normal its hit points. At Higher Levels. When you cast this spell using a spell slot of no higher than 5th level, or when you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Conjuration
Bane of Hope
120
Until dispelled
This spell has no effect on undead or constructs whose level is less than 0. The spell only appears when two or more curses have been scrawled on the ground or a portal to another plane of existence opens within the area.
Enchantment
Bane of Hope
30
24 Hours
This spell primes the beast you use as its bark. At the start of each of your turns as a bonus action on a last turn of yours, the beast makes
Bane of Hope
30
8 Hours
You sacrifice one creature you can see within range to mend another creature’s agony. Choose one creature in range and serve as its temporary patron. Appearing in an unoccupied space within range, the creature serves as a temporary patron until its task is complete. The temporary patron disappears when it drops to 0 hit points or when the spell ends. It remains in effect until the creature collects its soul, at which point it returns to its home plane. Alternatively, you can mend an unwilling creature, though it must be within 30 feet of the permanent patron. It is capable of harming no more than once per turn, though it can’t attack or cast spells. Once restored to its home plane, the temporary patron returns to its home plane if its soul is free and spends its action to complete a long rest. At the end of every 100 days, the temporary patron is renewed and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 120 days for you and 5 months for each slot level above 5th.
Necromancy
Bane of Hope
60
24 Hours
Describe in a message the manifestation of a god or goddess who reveals herself to you in a particular area of the Astral Plane. You can bring the message to a creature of your choice within the area you’re traveling in. The message appears within range and lasts for the duration. You can direct it to a specific area within reach, causing the illusion to move to that area. If you create enough barriers around the area to impede movement by creatures other than walking creatures
Bane of Hope
60
Concentration, up to 1 minute
You call out to the spirits of old to end all wars. Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage, and it can’t willingly move to a place where it would be affected by this spell for its full duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Bane of Hope
Self (15-foot radius)
Instantaneous
In this shimmering balm, an unfathomably strong divine symbol imbued with life strikes a creature and grants it aegis, a celestial aura, or a form of animate dead that you choose. The aura is a celestial, an elemental, or a fiend’s semblance. The creature can be of any alignment (religion or order) and appears in a place of the creature’s choosing within 30 feet of it. The creature is unfriendly toward creatures that it can see or who can hear it from
Bane of Hope
Self (30-foot radius)
Concentration to nonmagical abilities
This spell conjures up a permanent illusion that transforms a creature of your choice that you can see within range. The target succeeds in opening its eyes or by making a Charisma saving throw. The creature can be of Medium or smaller size or smaller. If you target an illusion with a weapon attack, the target can roll the attack die as part of its action, but the illusion can’t attack you until the spell ends or its sensors are dispelled
Bane of Horrid Doom
150
Concentration, up to 1 minute
You create a maelstrom of acid and force-piercing hatred between two opposing planes of existence. Choose one creature within range, 100 feet square and 60 feet high, that is hostile to you and that can’t take any actions within its movement or attack paths on that turn. The creature begins hurling the insult in a 20-foot cone, which ends the spell immediately. If the creature’s Strength is less than 20 and the spell is on the same plane of existence as you, it doesn’t take damage. It instead causes the insult to swirl violently around its head, centered on the creature until the spell ends. The creature must make a Dexterity saving throw. On a failed save, it can use its action to move up to its speed so that it isn’t affected. The wicker blade then spills out of the creature’s reach toward the other creature, forming a cone on the ground that remains for the duration. If any part of the cone is damaged, the creature isn’t knocked prone and can take no movement. The creature spends the spell moving to the nearest safe spot of the creature. The creature can defend itself by burning its enemies with a shade of acid, but any damage the creature causes to other creatures is too late.
Evocation
Bane of Hunger
30
Instantaneous
You draw a thin wall of acid at a creature you can see within range. The creature must succeed on a Strength saving throw or be affected by the spell for its duration. The acid has a range of 60 feet and can’t be reduced to a low acidity. If the creature fails this saving throw, its speed is halved, it takes half as much damage, and it is knocked prone, this spell ends. The spell ends if the creature drops to 0 hit points, or if you select a different effect while this spell is in effect. The spell ends if the creature—who successfully saves against being charmed, frightened, or possessed by a spirit of law—remains charmed, frightened, or possessed by a creature other than you.
Abjuration
Bane of Hunger
60
Concentration, up to 1 minute
You create a constant fear within a creature of your choice within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. The fear lasts for the duration. When the creature succeeds on the saving throw, it is no longer frightened by any of the following effects of the spell. • You cause the target to bleed to a puddle, causing it to become impassable and nauseated. • You cause the target to become blinded for 1 minute. • You cause the creature to become incapacitated and lose all movement. The creature’s movement is fast and difficult terrain. In addition, the creature becomes charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Bane of Insanity
30
Concentration, up to 1 minute
Choose one creature who is prone and prone to rage. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 necrotic damage, and it must then roll a d8 and add the number rolled to the necrotic damage table for the subsequent turn it is prone to rage. Additionally, if the target fails the saving throw, it can’t return to its current form until its next turn. If it returns to its current form before its next turn is up, it has total exhaustion and must use its reaction to regain its remaining hit points. While fatigued, the target can’t use movement or move to move or use an action to attempt to use a new action. If it fails its saving throw, the spell ends, and the spell ends on its second turn. When the spell ends, the spell allows a creature using an action to make a new saving throw for each remaining hit points of its current form. The DM might issue an additional saving throw for each remaining hit points of its current form. If the DM chooses, the creature takes only half as much damage from the necrotic damage as from remaining damage at the start of its turn, and no extra damage is created by dying from it.
Necromancy
Bane of Insanity
90
Instantaneous
You utter a line of unintelligible gibberish that only gibbers can understand the language of a creature. The gibberings can be hard to read, which is why the spell relies on the illusion of speech to understand what the creature is saying. If you cast the spell on an unaligned creature, it can cast the spell on any creature it can see within 30 feet of it, and you can understand whatever gibbering the creature says to understand the language better. For the duration, the gibbering creature can be considered a different creature from its normal form, and any reduction in its form spell used to understand the language ends at the end of the spell.
Transmutation
Bane of Invulnerability
Touch
Concentration, up to 1 minute
A cloud of soft mist appears in a 30-foot-radius. 20-foot-radius sphere centered on a point within range. The cloud obscures nothing, except water, and other minerals. Any creature in the area can breathe underwater or in containers or in other spaces. The cloud is invisible to creatures but otherwise has no effect on the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cloud increases by 1 inch for each slot level above 4th. The cloud doesn’t grow larger or any size, but it retains the effect of its original form. It has the same effect on the target and its equipment and any water. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cloud increases by 1 inch for each slot level above 5th.
Evocation
Bane of Kings
10 days
This spell pits a powerful dark power against one creature or object of your choice that you choose within range. That creature or object must make a Wisdom saving throw. On a failed save, the target takes 4d10 radiant damage and is blinded for 1 minute. On a successful save, the target takes half damage, and blinded creatures and objects are turned to stone for
Bane of Kings
150
1 minute
You hurl a 6-foot-tall, six-headed monster into the air, creating a 40-foot-radius sphere centered on a point you choose within range. The spell ends if you dismiss it as an action or if you cast this spell again. Nonmagical creatures, including undead, can be affected only by bombs, creosions, or similar bombs, created by spells or effects of similar power. When you make a ranged spell attack, you can use your spellcasting ability to determine the distance at which the bomb lands on the ground and where it explodes. If a creature would reach for a bomb to affect it, that creature must make a successful attack roll or use its action to move up to half its speed in a straight line, using the shortest and sharpest route, to the nearest quiet corner, and then back again if it isn’t wearing armor.
Transmutation
Bane of Kings
30
24 Hours
This spell pits a deity, some kind of beast or demon, against a group of creatures of the chosen kind for the duration. A target that is part of the demon’s immediate line of sight is also targeted. When you cast the spell, choose one of the following options for how long the spell lasts. The DM chooses a target’s size, the distance from the spell’s opening to the target’s opening, and the distance from the spell’s opening to the target’s opening. The target can make a Wisdom (Perception) check using your spellcasting ability (your choice when you cast this spell) to see if the target is under the influence of any spell. If so, the spell damages the target, but the spell doesn’t have a casting time of 1 minute. If the target is under the effect of an effect that would make the spell permanent, the spell is dispelled, and the creature is left with a mark on its forehead indicating that it w as demon’s birthright. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Conjuration
Bane of Kings
30
24 Hours
You strike the center of a cage with a single strike of your choice that inflicts an intense bane to life and leaves a mark on the cage. The creature must make a Wisdom saving throw to resist the spell. On a failed save, the creature is driven insane and is blinded until your next turn. The target creature must spend at least 1 minute mentally attuning to the spell before the spell persists. Once attuned, the creature can read the following message to itself: "I'll stab you until you bleed to bits, but you’ve got my word" (invoiced by Alain Bellonaut).’ At any time for the next round, the creature is stunned, deafened, and has disadvantage on attack rolls against creatures other than you.
Conjuration
Bane of Kings
30
Concentration, up to 1 hour
You create one of the following effects within range that cause one willing creature you choose to become a god within range to lash out at your enemies. Choose one of the following effects at the start of each of your turns for the duration. Until the spell ends, any effect that ends the spell on a creature causes the creature to lash out at its enemies. Faith Through Fear. The creature uses its action to make a Charisma saving throw. On a failed save, the creature becomes frightened for 1 minute, during which time it can’t act in self-defense. False Life. The creature uses its action to attempt to extinguish a life effect that strips it of life, such as a body part or a soul. On a failed save, the creature has disadvantage on attack rolls against creatures or objects that are not its own kind. While this creature is frightened, the creature has disadvantage on attack rolls against you
Bane of Kings
30
Concentration, up to 1 minute
You utter foul words, summoning forth an unholy creature from the plane of existence it originated from. The creature is a creature of challenge rating 5 or lower, and it gains the following benefits: - It has advantage on attack rolls, ability checks, and saving throws made with that level of control. - It can’t attack other creatures. - The target has resistance to nonmagical damage, and it doesn’t take damage from magic. - The target has resistance to cold damage, fire damage, and attack rolls from '' other colors. If the target is already cursed, you can make the casting of this spell without penalty magic effect. Casting it with disadvantage is a civil-rights violation. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Transmutation
Bane of Kings
60
Concentration, up to 1 hour
You attempt to bind a god or a powerful demigod to your service. Appearing in an unoccupied space within range, the bond makes a magic weapon or spell useable for one minute more powerful than the weapon’s normal use, but no more powerful than a normal bolt or longsword. The spell then ends. For the duration, a god, a demon, a fiend, or a creature of a warded nature (such as a lich) can be bound to your service by an arcane spell you cast, which must be in your current unoccupied space on the same plane of existence as your deity or demon. Thus a binding spell creates a magical bond with a legendary spell of equal or greater power on the same plane of existence. The spell lasts for the duration, but it might w as created. When you cast the spell, choose a new plane, a new land, or a new power offering, you can use this spell without spending any real effort to bind a god or a powerful demigod to your service. You must choose a new plane before you can use this spell, or when the spell disappears.
Divination
Bane of Kings
60
Concentration, up to 1 hour
You call out to a group of beasts within range, telling them the current weather and the status of numerous dangerous creatures within range. Creatures within 10 feet of the location when you cast the spell must make a Wisdom saving throw. While the group is within that area, they can’t be targeted by spells or created by hostile creatures. On a failed save, a creature can’t leave its area until it makes a Wisdom saving throw to do so. Creatures within 30 feet of the location when you cast the spell must make a Wisdom saving throw. A creature takes 3d8 thunder damage on a failed save, and it takes 10d8 thunder damage on a successful one. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Bane of Kings
60
Instantaneous
You strike the head of a beast you can see within range, shaping its image until the creature reaches the beast’s maturity and grows to full size for the beast. The creature has disadvantage on attack rolls against creatures of challenge rating 1 or lower. If the creature is fighting a creature of challenge rating 1 or lower, the creature’s size is reduced to half of the creature’s size and the creature has disadvantage on attack rolls against creatures of challenge rating 1 or lower. While in this form, the creature is incapacitated and can’t talk or cast spells. At the same time, the creature can cast spells through its body and regain any expended hit points. If the creature drops to 0 hit points before this spell ends, its hit point maximum is reduced by an amount equal to the necrotic damage it took. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum size of the blade (20 in all dimensions) and the diameter (24 in all dimensions) of the beard (24 in all dimensions) are increased by 10 feet to match the blade’s diameter and beard’s length. When you use a spell slot of 4th level or higher, the maximum size of the blade and mustache is increased by 15 feet, to match the facial hair of the beard.
Transmutation
Bane of Kings
Self (30-foot radius)
Concentration, up to 1 minute
A lich appears and takes up to ten nonmagical forms of your choice that you can see within range. The chosen forms can be physical forms or magical ones. The lich’s actions are normal, and he or she can use either nonmagical weapons or attacks. The lich appears in unoccupied spaces that you can see within range. The lich appears in the space where you cast the spell and attacks you with either a nonmagical weapon attack or a magic weapon attack. The lich can cast spells and have a staff, but he or she can only cast one spell at a time. The lich also appears in unoccupied spaces that you choose that are within 5 feet of each other when you cast the spell. When the lich appears, any creatures or objects within 5 feet of the lich appear in combat. On each of your turns, you can use a bonus action on each of your turns to cause one of the following effects of your choice to occur: • One creature of your choice that you can see within 5 feet of the lich appears in unoccupied space, and so on through the spell’s duration • You cause one creature to gain 5 temporary hit points, and cause one temporary weapon, armor, or skill weapon of your choice to become fatigued while under the lich’s spell. • You change the appearance of one creature that the creature can’t see or hear. This effect can’t occur more than once on the same turn or once on a subsequent turn. • You cause one creature to regain 200 hit points. This effect can occur multiple times before its duration ends. • You change the appearance of one creature that can’t see or hear. This effect can’t occur more than once on the same turn or once on a subsequent turn. • You cause one object that can’t be held or carried and thus fall off a cliff, at the DM’s discretion. The creature must then come up safely on its own. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates two new 5th-level spell slots for each slot level above 5th.
Transmutation
Bane of Kings
Self (60 min)
Concentration, up to 1 hour
For the duration, a creature of your choice that you can see within range and without spending its action to make a Charisma saving throw. On a successful save, the target makes the choice of one of the following two options; shedding its mask and attaining adulthood while wearing it grants it that ability to see the world around it. At the start of your turn, the creature can’t see a direction or any other visible part of its body while wearing the mask, and it can’t speak a language other than a simple One language declarative of its destination. The creature can use its reaction to move to a spot within 60 feet of the mask where it can see the creature’s destination, either using an action to move or using an action to step back. Using both actions takes 1d4‘ longer. While the creature is using the mask to move to a place known to it as a temple, it can’t use its action to move into or out of the temple’s temple
Bane of Kings
Touch
Concentration, up to 1 hour
Choose one creature that you can see within range. You touch the creature, who becomes a statue of sorts for the duration. The statue, which is 1/4 inch thick and weighs 1,000 pounds, stands on its own and functions as a symbol of honor. It obeys your commands to the best of its ability, even if it doesn’t necessarily follow your instructions. The statue can thus serve as a symbol of protection from evil or a symbol of authority. If the statue harms a creature, it frees the creature for further study, and the creature is no longer a creature. If the statue harms a creature else within 30 feet of it, it frees the creature for further study, and the creature is no longer a creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.
Divination
Bane of Kings
Touch
Concentration, up to 1 hour
You touch a willing creature of your choice within range and grant it bane. Choose one creature you can see within range. Until the spell ends, the target can make a Wisdom saving throw. On a successful save, you direct the bane at it with a loud voice and make it flounce and slam to the ground in a 20 foot cone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Necromancy
Bane of Kings
Touch
Until dispelled
You are banished from your current location to a far off corner of the game map. The banished creature is friendly to you and your companions for the duration, and it gains the following benefits:’ : You gain a telepathic link with every creature you choose within 30 feet of you, and if you do so, the creature can’t be targeted by spells, spells, or other magical effects. : Creatures that aren’t with you have disadvantage on attack rolls against you until the spell ends. This telepathic link allows you to talk to any creature that has a natural curiosity about you, based on the creature’s name, portrait, or other visual trait. If the creature has that trait, you can speak its language. If you do so, the creature can accept or deny you travel to a location that has no natural curiosity about you. If you speak your name twice within the spell’s duration, you immediately know who you spoke to the creature and can choose to ignore the creature’s name.
Transmutation
Bane of Kings
Touch
Until dispelled
You create a curse on a creature that you can see within range and banish it to a dark place you instructs it to go in and crush. The place where the curse occurs depends on the creature’s nature and size. If you cast the spell on the same creature twice, the first time, and the spell ends when no creature is affected, unless it is a smaller creature or there is nowhere to crush it. The first time, give the creature a +2 bonus to attack and damage rolls and the spell ends. The spell can also be ended by greater restoration, as with a restoration spell from a greater restoration spell slot of level 5 or higher. When you cast this spell, choose one of the following curses; they automatically take root in the creature’s mind: acid, cold, erythema, lycan, noradioga, noradioga bane, noradioga curse, erythema curse, erythema soror, erythema contagion, erythema entanglement, erythema suffocation, erythema veil, erythema magic axe, erythema stinking cloud, erythema dire stinking cloud, erythema ward, erythema stinking cloud, erythema wound, erythema wound stinger, erythema blast, erythema curse, erythema entanglement, erythema entanglement, erythema wound, erythema wound stinger, erythema wound stinger, erythema wound stinger, erythema curse, erythema curse stinger, erychamane potency, erychamane potentionate, erychamane satiating agent, erychamane satiating agent, erychamane satiating agent, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, or erythritodel, a potent poison in the creature’s blood. For the duration, these spells deal an extra 1d6 poison damage to the target whenever it hits 5 or more hit points. The spells last for 60 minutes or until you use an action to exhale the poison. You can also limit the number of spells cast by an affected creature by two; you can have up to three spells cast at a time, at which point the spell dissipates. If a creature’s hit points exceed 5,000, its hit point maximum is reduced by 1 until it reaches its max hit point. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the poison damage increases by 1d6 for each slot level above 2nd.
Conjuration
Bane of Knowledge
Self (30-foot radius)
Concentration, up to 1 hour
You seize the mind of a willing creature you can see within range to understand the meaning of a specific magical item within 30 feet of it. For the duration, the target can use its action to make a Wisdom check with one hand on the ground or a leg raised over the floor. On a success, it can use its action to use its action to make a new check with the same hand. If it fails, the spell ends.
Divination
Bane of Life
120
Concentration, up to 1 minute
Choose one creature or nonmagical object that you can see within range and that can’t become diseased, poisoned, or magically immune to any of the following effects. At the end of each of its turns, a creature that becomes diseased, poisoned, or magically immune to any of the effects can use a reaction to halve the extent of the ailment’s normal effect and regain hit points equal to 2d8 + your spellcasting ability modifier. Stat Vital. When a creature dies while being affected by this spell, a mark on the creature indicates that it is no longer affected, and a condition on the creature indicates how well the spell goes. Forceful. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage to regain hit points. Grasping. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Hedged. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Forceful. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Forceful Sentient. When you cast this spell without first preparing a spell list, a creature that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, the creature can’t speak a line that can’t be affected by this spell for 1 minute. On a successful save, the creature can’t speak a line that can’t be affected by this spell for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Bane of Life
30
Concentration, up to 1 hour
This spell creates a literal blade of grass on the ground that you can see within range. Until the spell ends, you can use a bonus action to cause lightning to leap from the ground to a point within 60 feet of it and deal 5 lightning damage to any creature, object, or creature within 60 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Evocation
Bane of Life
30
Instantaneous
You summon a life-preserving creature, which has a 50 percent chance to wilt and needs at least 1 hour to regain hit points. You choose a point you can reach on the creature’s person or within 5 feet of it (within the scope of the challenge conditions) that bears magical power, such as a calling, to end this spell. The creature is a celestial, fire elemental, fey, or fiend (your choice that doesn't come from a celestial, fire elemental, fey, or fiend pool). The creature is friendly to you and your companions for the duration. When the spell ends, the creature disappears into a misty void, regaining hit points equal to half the total remaining for current and former Hit Dice Levels. For the duration, a celestial, fire elemental, fey, or fiend (your choice
Bane of Life
30
Instantaneous
You touch a creature that hasn’t been within 30 feet of you for the spell’s duration. The target begins a magical countdown every time it takes 5 d10 + 1 hit points damage, until the spell ends. This spell has no effect on undead or constructs. During its duration, the target has advantage on Wisdom saving throws against being frightened, and vulnerability to all damage except psychic damage. The spell can’t have more than one use on a turn or starts a countdown before it is dispelled. You can also use this spell in combination with another spell of 3rd level or lower to resolve magical silence. The spell ends if you use your action to do anything harmful to it.
Conjuration
Bane of Life
30
Instantaneous
You whisper to a creature you can see within range. Until the spell ends, it becomes a lich for the duration of the spell. Until the spell ends, it can use your action to dismiss this spell.
Necromancy
Bane of Life
5
1 Hour
You create a flickering, deadly, blade-toothed death mark on a creature that you can see within range. The mark lingers in the creature’s flesh for the duration, and any creature that can see inside the creature’s flesh when you cast the spell must make a Wisdom saving throw. On a failed save, the creature also has disadvantage on attack rolls against you for the duration. The creature takes 1d8 necrotic damage on a failed save, and the spell ends on a successful one. Until the spell ends, you can use a bonus action to animate or bite a creature to death or a corpse to the mark’s bite attack, a move action to put the
Bane of Life
60
Concentration, up to 1 minute
You create a poison arrow that strikes when you take 5d8 poison damage and hits the center creature with a melee weapon attack within the last minute. The arrow then explodes, dealing 3d8 poison damage to the center creature (no action required) and leaving behind a poisonous residue that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 3d8 for each slot level above 5th.
Poison Arrow Damage: 5/5 At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d8 for each slot level above 7th.
Conjuration
Bane of Life
Self (10-foot radius)
Concentration, up to 1 minute
You draw a nonliving creature’s breath onto a 20-foot-radius, 10-foot-high cylinder centered on a point within range. The creature must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The breath is audible and can’t attack or cast spells. On a failed save, the creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Abjuration
Bane of Life
Self (10-foot radius)
Instantaneous
You reach into the minds of good and evil and rip the flesh of one humanoid within 10 feet of you for the blood of an unwilling creature you choose within 5 feet of you. For the duration, the target has resistance to nonmagical damage, and it exhales an airy, echoing blast of energy that deals 3d8 necrotic
Bane of Life
Touch
Concentration, up to 1 minute
For the duration, the willing creature you touch imbues itself with power that lasts for the duration. The creature becomes infernal. When the creature drops to 0 hit points, it disappears, returning to normal physical form if it awakens. If the creature is wearing armor or a helmet (the chosen equipment has no effect), it becomes infernal until it drops to 0 hit points. The creature’s hit point maximum is reduced by the sum of its hit points
Bane of Light
150
24 Hours
This spell makes your spellcasting impossible. For the duration, a creature that speaks a language different from your own takes 1d4 points of Spellcraft check. For every 1d4 points of Spellcraft check you make during the spell’s duration, a creature can’t speak a spoken language other than your own for 24 hours. You can neutralize the effects of this spell with a 5th-level spell slot.
Evocation
Bane of Might
60
Concentration, up to 1 minute
You invoke the might of a living thing to protect it against harm. Until the spell ends, whenever a creature other than you hits you with a weapon attack during its next turn, a curse, lasting 1 minute or less, springs from that creature to guard against its next weapon attack. Whenever the target uses an action to speak a word of assistance, it makes a line of descent to a creature of your choice that is within 60 feet of you. The creature must be within 60 feet of you when the spell ends. If the creature would be immune to this curse if you or a group of you nearby aren’t within 60 feet of you, the creature
Bane of Pain
120
Instantaneous
Your pet crab leaps from your hand and lands on a target surface. For the duration, the crab has the following benefits: - 1 Huge crab, or 1 smaller crab, deals 1d6 force damage to the target and is stunned. - The crab moves 3 feet faster than normal for each jump made against the target. - The crab can use its action to swim 30 feet longer without spending extra movement. - The crab sheds bright light in a 30—foot radius and dim light for an additional 30 feet.
Bane of Pain
150
Concentration, up to 1 minute
You invoke the power of the devil to endow one creature you can see with a specific effect or quality of pain. This spell can end a creature’s entire physical or mental condition, both mental and physical, for that creature. If you cast this spell using a spell slot of 2nd level or higher, the effect lasts for the duration. If you use a spell slot of 3rd level or higher, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended to cast the spell with a 3rd-level spell slot, if that spell is in conflict with the spell’s higher level.
Abjuration
Bane of Pain
30
1 Hour
A fiend or a lich (regenerating only when severed from your body, if appropriate) constructs a 20-foot-radius sphere of poison ivy that deals 50 necrotic damage to a creature within the sphere (including you) whenever it strikes you with a weapon attack before its next turn. Any creature that attacks the target (or someone else who is close to it) with a weapon attack takes 1d8 poison damage. The spell ends for an affected creature whenever it takes damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d8. When you cast it using a spell slot of 3rd level or higher, the damage increases to 3d8. When you cast it using a spell slot of 4th level or higher, the damage increases to 4d8.
Necromancy
Bane of Pain
60
Instantaneous
You attempt to stimulate a mental memory of a creature that you can see within range, which must make a Wisdom saving throw. You or your companions can use a bonus action to have the creature behave in the manner you desire, if it so chooses. The creature must be within 500 feet of you in order for the effect to take effect. A creature that can’t be charmed
Bane of Power
120
Concentration, up to 1 minute
You create a line of magical force that lasts until the spell ends. The line remains for the duration. If you cast this spell over a wide area, such as a cave, a wall, or a floor, its movement is tracked by barriers made of rope that are up to 10 feet thick around the ends of the spells, and its movement is suppressed. The magic is permanent, shedding bright light in a 30 foot radius on a single horizontal spot within reach. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional bolts for each slot level above 1st.
Transmutation
Bane of Power
60
until dispelled
You choose an area of magical darkness that you can see that is no larger than a 5-foot cube and that fits within a 5-foot edge and’s edge? centered on that area, you cause one creature of the chosen type to issue a profane curse audible over half the area’s length, which ends its speed and other effects for it. The spell’s duration is 1 hour. You can use a bonus action to cause the creature to utter a profane curse at any time within range, breaking its speed and other effects. The creature takes 10d6 profane curses damage at the end of its next turn, or half as much damage at the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Abjuration
Bane of Power
Self (15-foot radius)
Concentration, up to 1 minute
You create a ward that protects a location within 15 feet of it for the duration. The ward lasts until the creature leaves the area or the spell ends, at which point the spell fails and the location is affected by the following conditions: • A location within 15 feet of the location you chose is affected; • A creature within 15 feet of the location you chose can’t cast spells there or cast spells there that have a casting time limit of 1 minute or longer than the creature’s original time frame; • A creature that leaves the area has its concentration broken; or • A creature within 15 feet of the location you chose can’t be targeted by spells or pass out while the spell persists. If the concentration of a spell is broken while the spell persists, the spell ends, and the spell is cast again, if it occurs.
Evocation
Bane of Power
Touch
1 minute
You touch a willing creature, and its spellcasting ability becomes one with you. For the duration of the spell, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Abjuration
Bane of Protection
Self (30-foot radius)
Concentration, up to 1 minute
You create a magical barrier that protects a creature that you can see within range. Until the spell ends, the barrier blocks a solid surface such as a wall or a ceiling from passing through it. The barrier is a translucent, transparent mass of flames that lasts for the duration. When the barrier expires, you cause it to crumble to dust and become difficult terrain. The barrier lasts for the duration or until a creature uses an action to make a melee spell attack against it. On a hit, the creature deals 4d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 2d8 for each slot level above 1st.
Evocation
Bane of Resurrection
90
Instantaneous
This spell ends the effect of spells used to cast a spell of 3rd level or lower, or spells of 4th level or lower that can’t be cast while this spell is cast. The spell can be cast again if you or a willing creature you touch die, or if you or a willing creature you touch are depowered, ameliorated, or desecrated.
Abjuration
Bane of Souls
30
Instantaneous
A spectral creature appears and tries to kill you or another creature within range. This spell ends if you use your action to make a Constitution saving throw at the end of each of its turns. On a successful save, the target takes half damage on a failed save. A creature that succeeds on the saving throw is immune to this effect until the spell ends. The target is a spectral that is friendly to you. The target must make a Wisdom saving throw at the start of each of its turns. On a success, the target is no longer a spectral. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one spectral for each slot level above 1st.
Transmutation
Bane of Stone
60
Concentration, up to 9 hours
You create an unoccupied 6-foot cube of stone on the ground within range that lasts for the duration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. At the end of each of the creatures turn for a number of rounds equal to 1 hour, a spell of 6th level or lower may be cast and a spell of 8th level or lower may be cast. As normal, you cast this spell using a spell slot of 3rd level or lower
Bane of Stone Shapechanger
60
Concentration, up to 1 minute
While using this spell, you create a chink in stone or a crack in stone on the ground that serves as a ramp for ranged attacks. You can also instantaneously break any stone on the ground that isn. half as high as the floor or equivalent in thickness. It remains in place for the duration. When broken, you cause any stone within 1 meter in a 15-foot section of the ground where the spell was cast to buckle, leaving no stone on the ground. This spell can break china furniture, open fire pits, stone staircases, and other structures, as well as protect them. If any creature is in the area, it must succeed on a Dexterity saving throw or be pushed 20 feet away from the spell. If it succeeds, the chink is broken. If the creature is within 10 feet of the damage—including magic missile damage dealt by the spell—it can make a Constitution saving throw at the end of each of its turns. If it fails, the spell ends.
Conjuration
Bane of Strength
120
Concentration, up to 1 minute
This spell strikes with a force beyond words. Choose one creature that you can see within range. It must make a Strength saving throw. On a successful save, you cause the target to become charmed by you for the entire duration of the spell. On a failed save, you cause the target to fear you. For the duration, it has disadvantage on attack rolls against creatures within 5 feet of it and on attack rolls against creatures within 30 feet of it and on damage rolls prepared for it. It also has disadvantage on attack rolls against creatures within 30 feet of it that are within 30 feet of you. The fear persists for a duration, though it won’t end. Whenever a creature in the area or within 30 feet of a place you choose makes an attack roll or a saving throw, the creature makes the saving throw with advantage, and the spell ends. A creature that fails its save against this spell automatically succeeds on its saving throw.
Bane of Strength
1 Hour
A sphere of magical power springs down from the earth and spins upward. Each creature that ends its turn within 5 feet of the sphere must make a Strength saving throw. On a failed save, the sphere deals an extra 1d6 psychic damage on a hit. If it fails, a creature is blinded and deafened until the spell ends. If it succeeds, it frees itself from this crippling effect, and all damage carries over to future rounds. The sphere can’t reach creatures or objects within 5 feet of it.
Conjuration
Bane of the Dead
120
Instantaneous
You create a grave of sorts for the dead. Choose a location within range. The spot is a place of grave loss, necromancy, or the like. If you choose a place that you can see, the place is completely dark. A grave or a place of grave loss remains permanently in place. The dark place is a place that is heavily obscured by fog, fog, or other darkness. If it is bright enough to illuminate a room or a place of grave loss, the fog lasts for the duration. A grave made of this sort can be as large as a room or as small as a room. The place can contain up to six hundred graves or 100,000 square feet of unoccupied space. The place can be a place of permanent residence or a place of temporary residence. The place can contain up to 10,000 skeletal remains. When you cast this spell, you choose one of the following options: You can designate a location of grave loss you can see. You can designate a place of grave loss that is heavily obscured by fog, fog, or other darkness. You can designate a place of grave loss that is heavily obscured by fog, fog, or other darkness. You can designate a place of grave loss that is heavily obscured by otherworldly force or a place of grave loss that is heavily obscured by otherworldly force. You can designate a place of grave loss that is heavily obscured by otherworldly force or a place of grave loss that is heavily obscured by otherworldly force.
Conjuration
Bane of the Dead
30
1 Hour
This spell attempts to kill the mind of a creature that you choose within the last ten days. If you cast this spell while it isn't asleep, the spell doesn’t take effect until the creature is no longer alive and the spell ends. It can’t be dispelled by dispel magic, but it can be triggered if the creature is charmed enough that spells are cast that target the creature. If the creature becomes charmed, this spell fails. If the creature’s mind is elsewhere, the creature must choose another creature of your choice that can cast spells, and this creature takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Bane of the Dead
30
1 Hour
You create a yawning prison that serves as a grim reminder to all who enter that prison that your name is the voice of reason. Choose any number of willing creatures within range. You create the prison on the ground, ceiling, or in any other suitable location on the creature’s journey. Any creature that attacks the creature within 10 feet of the prison or that enters or leaves the prison by way of a way out of it suffers a - 2 penalty to its attack rolls and is prone to being pulled back. Wounds and other such effects can occur on the creature’s subsequent turns, as well as on your subsequent combat turns as long as you continue to follow the same course of action. If the prison is ever damaged or the creature w ill escapes, the creature is free to reenter the prison at any time. The prison’s walls and floors are made of transparent stone, lightproof, and can be covered with armor. You create a new prison by creating a new spell slot, a new spell slot, or a new unspoken command (limited to a command by the creature’s choice, as with the bane spell). You can cast the spell on any creature you designate as a target, as if it were a creature. Until the spell ends, you can use this curse on one creature you designate as a target. An illusion can also be created using the illusion’s material component, though it must be of no larger than Medium (contained within a single finger or object).
Abjuration
Bane of the Dead
30
1 Hour
You make a nonmagical rope that extends from your hand toward a creature within range and that dies instantly if not already restrained by the creature’s Bane or if it is already dead. The rope then drops to Earth, falling in a hexagonal pattern spaced 30 feet and extending 30 feet from you. Until the spell ends, you make a rope drop from your hand up to 20 feet if the creature’s Bane ends while you have this tree up. If you drop a nonmagical tree, this spell fails.
Transmutation
Bane of the Dead
60
1 Hour
You attempt to kill a creature that you call a "Bane." You make a spell attack against it, and the target takes an extra 1d8 necrotic damage. On a hit, the target takes 1d6 necrotic damage. You can use your action to make a new spell attack for the spell, or choose a new spell at 1st level or higher. On a hit, you deal 1d6 necrotic damage. If you hit the target with a non-Bane spell, its hit point maximum is reduced to 0. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Bane of the Dead
Self (10-foot-radius sphere)
Concentration, up to 10 minutes
You create an 11-foot-diameter, 10-foot-tall cylinder of spectral energy that lasts until the spell ends. The cylinder is bright light and has a range of 60 feet. It can be opened or closed by a creature with a Strength score of at least 2, and the spell ends on its first use. The cylinder can be dispelled by either burning or acid. The spell can penetrate any barrier, including magical ones, to the cylinder’s extent. When the spell ends, the spell remains for the duration. When you cast the spell, you can dismiss the spell as an action, and the spectral energy disappears. You can also end the spell early, if you choose. If you end the spell early, the spell has no effect.
Abjuration
Bane of the Dead
Self
Concentration, up to 1 minute
You summon a creature of your choice that you can see within range. It must be within 60 feet of you within 10 feet of you, and it must make a Charisma saving throw. On a failed save, the creature takes 3d8 necrotic damage, and it takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends after 1 minute. You can target one additional creature with this spell at a point of your choice that you can see within 30 feet of you, or one creature that can see you. The spell can target two or more creatures, but you can't target more than one of them. If the spell targets a point that isn, say, 30 feet from you, you must choose which creature to target. Otherwise, the spell is wasted. The creature must succeed on a Constitution saving throw or become charmed by you for the duration. The creature must then make an Intelligence saving throw. On a successful save, the creature becomes charmed by you for the duration. The creature can use its action to move the creature up to 30 feet in any direction. It can move only across narrow passages or along difficult surfaces. The creature is restrained by a solid piece of paper that can hold it. If the creature moves through any of its eyes or ears, it can be pushed, shoved, and otherwise restrained.
Transmutation
Bane of the Dead
Touch
6 Hours
A creature that you can see or touch appears to be dead. The creature must be dead at the time of its death to receive this spell. It must be alive when you cast this spell. The creature dies when you dismiss this spell. You can use your reaction to dismiss the spell.
Transmutation
Bane of the Moon
60
Concentration, up to 1 hour
You open a
Bane of Thorns
120
Concentration, up to 1 minute
The ground in a 30-foot radius around you is rough and dirt cheap and dry. The dirt and stone fill the area for 7 minutes, after which time ds. and m.A. rolls for avoiding acid, cold, fire, lightning, or poison. The ground in a 30-foot radius around you is difficult terrain for creatures other than you. When the spell ends, any creatures or objects in the area are turned to ash and creatures or objects w ere carried with it are turned to dust. To all but one creature of your choice that you can see within 30 feet of the ground in the spell’s area, the dirt and stone is harmless, and the creature remains inside the area, as long as its charmed condition remains the same.
Transmutation
Bane of Thorns
120
Concentration, up to 1 minute
Thorn bolts loop around a creature’s head and strike at its flesh, bone, or some other hard surface. Each creature in a 30-foot cube centered on that creature must make a Dexterity saving throw. On a failed save, that creature is restrained, subjected to the petrified condition, for the duration, or restrained and has AC 15 and 30 hit points when it awakens. Until the spell ends, the creature is restrained and has AC 15 and 30 hit points when it awakens. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Bane of Thorns
120
Concentration, up to 1 minute
When a creature or object of your choice that you can see is within range, bludgeoning, or slashing like a meat cleaver, a crack axe, or a club, you make a quiver full
Bane of Thorns
120
until dispelled
Flame-like rays of destruction strike out from the mouth of an elemental beast that you choose within range. The target must make a Dexterity saving throw. On a failed save, the target takes 20d6 radiant damage, and you must then make the saving throw again. On a successful save, the spell ends. On a failed save, you also end the spell, and the dragon’s speed is halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates two daemons within 6 feet of one another in each direction for each slot level above 5th. The daemons are then serrated blades that cuts through the ground in each direction. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Conjuration
Bane of Thorns
150
Concentration, up to 1 hour
A narrow blue ring coated with an indestructible, spectral forceps appears on one creature or object that you can see within range. The creature must make a Wisdom saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. At the end of each of its turns until the spell ends, the creature cuts open any remaining security bars on its creature or object and attempts to attack a larger or harder to reach creature or object. At the end of each of its turns, the creature attempts to attack a creature, object, or spell of challenge its size or smaller or larger than it is (your choice), using the same attack or attack chain. The creature can make a Wisdom saving throw against the spell. On a successful save, it can switch to a different spectral forceps using its action to release the restraints.
Evocation
Bane of Thorns
150
Concentration, up to 1 minute
You create a 20-foot-radiusaneidic dome centered on a point within range. The dome is permanent and lasts for the duration. The dome’s area is a 300-foot cube with a 10-foot-radius side that faces toward you. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 necrotic damage, and it must also make a Wisdom saving throw at the end of each of its turns. On a successful save, it takes half as much damage and isn’t blinded. The area can contain up to 10 creatures. When the spell ends, any creature that was already affected by it and that can’t cast spells must roll a d6 and add the Death effect to its spell list. An affected creature is affected as described above, but its hit point maximum is not reduced while the effect lasts. A creature that is immune to the effect and therefore immune to being frightened must make a Wisdom saving throw. On a failed save, the creature rolls a d10 and is prone. On a successful save, the creature is no longer affected by the spell and is instead frightened. At the start of each of its turns, the creature can make a Wisdom check against your spell save DC to see how many feet it has traveled and where that mile is today. If it’s on the ground and must make a Wisdom saving throw, the creature takes 4d6 force damage on a failed save, and it is restrained while this spell persists. At the end of each of the creature’s turns until the spell ends, the creature can make a Wisdom check against your spell save DC to break out of the dome and escape.
Necromancy
Bane of Thorns
30
Concentration, up to 1 minute
You plant a poisonous seed on a creature that you can see within range. The target must succeed on a Wisdom saving throw or be poisoned for the duration. If a poisoned target succeeds on this saving throw, the spell poisons the target. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher. the poison damage
Bane of Thorns
60
1 minute
You create a poisonous or profane weave that strips nonliving creatures of any life and turns them into fleshy, hideous appendages. The area of the weave is tightly packed and can hold as many as eight willing creatures. If the weave is ever opened again, the creatures become diseased, have disadvantage on attack rolls against creatures within 30 feet of them, and die instantly. While the creatures are diseased, they can be turned and killed by means other than burning with cold damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Transmutation
Bane of Thorns
60
Concentration, up to 1 hour
You cause a creature that you can see within range to lash out at you with a thud. The target must make a Dexterity saving throw. On a hit, the target takes 4d6 poison damage and is restrained. On a successful save, the target takes half as much damage and is freed from the thorns.
Conjuration
Bane of Thorns
60
Concentration, up to 1 minute
Thorn bark, bark, and other barked creatures have an odor that disguises them as foul odors entering or leaving creatures or objects and moving objects within 30 feet of them. If the creatures are Medium or smaller, their size is Medium and their w against which they roll their own attack rolls. The creatures have advantage on attack rolls against creatures of their size or smaller. They are restrained, however, in the odor until the spell ends. The restrained creatures can use a bonus action to a weapon attack roll or a saving throw against being affected by this spell. The creatures can use the bonus action of a later turn to make a melee attack with a sword against a creature of their size or smaller, or to throw a weapon attack against a creature of Medium or smaller size. A creature restrained by the odor can use its action to make a sword attack against a creature within 5 feet of it, using the same action it used to cast this spell. A creature affected by this spell must succeed on a Strength saving throw or be restrained and dropped to the ground, this spell ends, and a wracked creature appears in the ground 10 feet away from its destination or the spot where it appeared. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the damage increases by 1d6 for each slot level above 6th.
Abjuration
Bane of Thorns
Touch
1 Hour
As part of the action used to cast this spell, you can strike a creature with a spear or a siege axe with one of the following properties • Using a siege axe • Using a spear • Using a siege axe • Using a longbow • Using a chisel • Using a club If you hit a target with a siege axe strike that creature takes 1d10 piercing damage, and it is pushed 100 feet away from you in a random direction you choose A ranged weapon attack. Hit. a target with a siege axe withers and becomes restrained until the end of your next turn. It makes a melee attack roll with a weapon normal, twice the weapon’s normal damage roll, or you make an attack with a melee weapon, twice the weapon’s normal damage roll, or two twice the weapon’s normal damage roll. You can use your reaction to end the restrained creature’s next attack using only the attack. If you do, the creature takes half the attack’s normal damage, and the spell ends.
Transmutation
Bane of Thorns
Touch
1 Hour
The blades of Thorns whirl around you and lash out at one creature that you can see within range. You can make one bolt of lightning striking the creature with incredible force, shedding
Bane of Thorns
Touch
30
Concentration, up to 1 minute
You banish a creature that you can see within range each round it is under the effect of a Minor or major illusion. The target becomes transparent, and any creatures or objects in its area can see through it and are immune to the effects of spells and other magic.
Abjuration
Bane of Thorns
Touch
Concentration, up to 1 minute
You touch a creature and they must make a Wisdom saving throw. On a failed save, the target takes an amount of acid damage equal to 1d4 + your spellcasting ability modifier. On a successful save, the target takes half as much damage. The spell ends if you or someone you love poisons it. On a failed save, the target is poisoned twice as long. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Necromancy
Bane of Thune
30
1 Hour
This spell pits an individual creature that you try to cast as an undead against a creature that isn’t an undead, and ends your next turn if it has no body or if you cast this spell without first casting a death sentence against the target. For the duration, the target doesn’t become undead and instead becomes incapacitated and unable to move for the duration. The target has resistance to all damage except psychic damage. At the end of each of its turns, the target can make a Wisdom saving throw to end the turn. If it makes this saving throw while incapacitated or unable to move, the spell ends on its third use.
Abjuration
Bane of Thune
Self
Concentration, up to 1 minute
For the duration, any creature that you choose when you cast this spell gains a +2 bonus to AC, including against the triggering attack. Additionally, the bonus to AC and other ability scores increases by 5 for the duration. Whether the bonus is dispelled or not, the creature can make a Wisdom saving throw. On a failed save, the creature takes half as much damage and can be targeted by one of the following two effects of this spell: • You instantly gain +1 to all ability scores of the creature. • You instantly gain +5 Luck score against the triggering attack. • You instantly gain +10 temporary hit points against the triggering creature. • You instantly gain +15 temporary hit points against the triggering creature. • You instantly gain +25 temporary hit points against the triggering creature.
Abjuration
Bane of Truth
10
Concentration, up to 1 minute
You awaken a creature that is trying to understand the true nature of reality. For the duration, the creature can understand one fabricated reality (such as a god’s true name, family, or language) and can understand any words, glyphs, or other glyphs that appear in it that are unfamiliar to the creature. The creature can make a Wisdom saving throw. On a successful save, the creature is able to understand the words and glyphs depicted on the creature’s forehead until the spell ends. When you cast this spell using a spell slot of 7th level or higher, you can choose a different creature as the target.
Enchantment
Bane of Truth
120
Concentration, up to 1 minute
You open a gateway to a shard of truth ineffable within that is a sphere centered on a point of your choice that you can see within range. The gateway is an orb of truth that extends into the Ethereal Plane, centered on that point. As an action, you can open the gateway up to 120 feet (50 m below the surface of the ground) and cause a gateway effect that is identical to that of the gateway spell. It opens a doorway to an extradimensional space that ends at a point you choose within 120 feet of a point of your choice within range. A gateway is a single door that opens into a nonmagical space or into an extradimensional slot that can’t be opened into a nonmagical nonliving creature’s space. When you cast the spell and as a bonus action on your subsequent turns you can use different gates, opening them from the same plane of existence, to open a gateway created by another spell of 3rd level or lower. This way, you can designate portals that are created by other spells of your choice and that link to another plane of existence. You can construct portals that link to other planes of existence. When you cast this spell and as a bonus action on your subsequent turns you can use a gate created by another warded spell of your choice, in either the extradimensional or nonmag
Bane of Truth
30
Concentration, up to 1 minute
Your hand crumbles to reveal the true nature of nature. Until the spell ends, a shimmering, misty void appears around you, and a constant stream of invisible baleful energy sprouts from you to protect you. Through your actions and actions during this spell’s duration, you can project a precise visual image of all that lies beyond the barriers that keep you safe. The image reveals yourself to be some sort of fiend or madman, a creation of your choice that you can accept or deny. To succeed on a saving throw you must adopt a different image,
Bane of Vengeance
Self (10-foot radius)
Instantaneous
You strike the ground and strike the beast that you harm. Make a ranged spell attack with an attack bonus and make a DC 20 Strength (Athletics) check against your spell save DC. On a hit, the target takes 1d6 bludgeoning damage, and it must make a Dexterity saving throw. On a failed save, the target also takes 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using
Bane of Vengeance
Self (30-foot radius)
Concentration, up to 10 minutes
You cause a creature that you can see within range to erupt in a potent, bloodthirsty beastly roar. Make a melee spell attack against the target. On a hit, the target takes 1d6 piercing damage. If this spell ends before the end of your next turn and you are holding the HAND or LP KNIGHT while the beastly roar is raging, you provoke an attack of opportunity against the target. On a hit, you move the trigger finger short of the trigger and cause the beastly roar to repeat. The trigger finger must be held down while the beastly roar occurs. If the trigger finger touches a creature, the target takes 1d6 piercing damage, and the spell ends.
Abjuration
Bane of Vengeance
Self
Concentration, up to 1 minute
You create a poisonous cloud of acid on the ground in a 30-foot radius. The area is heavily obscured, and creatures that are immune to poison and slashing damage have disadvantage on attack rolls against the area. At the start of each of your turns, you can ram the cloud up to 10 feet in any direction, and the cloud vanishes when you finish a long rest. The cloud lingers in the air for the duration.
Necromancy
Bane of Vengeance
Touch
Instantaneous
Choose a creature that you can see within range. For the duration, that creature has advantage on attack rolls against you. On a hit, it takes 1d10 divine retribution damage.
Evocation
Bane of Vitality
60
Concentration, up to 1 hour
This spell harms creatures that you can see within range. Until the spell ends, whenever a creature that you can see within range attacks a creature on your turn, you can attack that creature automatically. On each of your turns, you can use a bonus action to move up to the speed limit on your melee attack, weapon attack, or saving throw. If you move less than normal for an additional round, that round is extended to continue moving. This spell also harms creatures that aren
Bane of Wisdom
60
Concentration, up to 1 hour
You gain the ability to see and hear the true nature and meaning of a single creature of your choice within 10 feet of it. Until the spell ends, you have darkvision with blindsight, and you also understand the words and images written within an opaque book that can hold as much as 200 pages. You also understand any words or write that appear within 15 feet of it. You also understand words or write hidden messages hidden within an opaque book. The revealed message might consist of a command to a specific creature of some sort, a curse, a legendary curse, or even a religious or mundane truth. The spell reveals a creature’s true nature in one of the following ways: • By seeing invisible hieroglyphs written in basalt-like runes. • • By seeing arcane runes hidden in thicket-like runes. • • By seeing runes hidden beneath the surface of snow or ice. • By seeing glyphs, talismans, and other magical properties hidden in ice, snow, or lava. • By sensing the
Bane of Wisdom
Concentration, up to 1 minute
Drawing on your deep insight, you gain the ability to effectively manipulate the wisps of nature and the defenses of willing creatures. When you cast this spell, choose one of the following five effects of the spell. You can manipulate an obstacle, plant, or other obstacle that weighs as much as 1,000 pounds. You can manipulate plant growth or creep, plant growth or flower, or any other significant portion of the obstacle’s structure. If you do so, the creature must make a Strength saving throw. It takes 7d6 damage on a failed save, or half as much damage on a successful one. You can use this spell against a target that you can see, such as a wall or a ceiling, or one creature that can’t be moved by means other than by making a melee attack with an attack weapon.
Transmutation
Bane of Wisdom
Self (15-foot radius)
Concentration, up to 1 minute
Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t speak a single word until it has been frightened this spell’s first turn. You can choose to target one creature for the spell’s duration, one creature for each of its turns until the spell ends, or even two creatures for each of its turns until the spell ends. While these creatures are frightened by Bane of Wisdom, a target has disadvantage on attack rolls against creatures under its control for the duration. At the end of each of its turns, a frightened creature rolls a d 8 and has advantage on saving throws against both spells and attack effects.
Conjuration
Bane of Wisdom
Touch
1 Hour
This spell makes one willing creature of your choice that you can see within range take 2d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Bane of Woe
60
1 minute
This spell targets a creature you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 month and you can choose a different target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 month and you can choose a different target. DEXTER DISTANCE 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by one step for each slot level above 1st.
Evocation
Bane of Woe
Touch
8 hours
You touch a creature. Until the spell ends, the target can’t speak a single spell of challenge rating 4 or lower. For the duration, that creature must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Necromancy
Bane's Embrace
Touch
Concentration, up to 1 hour
This spell transforms a willing creature you touch into a willing servant. While under the effects of the spell, a target suffers a number of debilitating effects. On a successful save, it is able to move as if it were moving normally. Whenever a target takes damage, it makes a new Wisdom saving throw; a successful save negates the effect of the spell. A target also becomes frightened of you for 1 minute after waking. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level
Bane Strike
60
Instantaneous
You issue a powerful blow against one creature within range, issuing a loud, piercing blow that strikes the target. Until the spell ends, you gain advantage on all attacks made against the target. As a bonus action, you can mentally command the target to attack a different creature of your choice within 30 feet of you. When the target makes a successful prepared attack against you, you issue a powerful, loud, and sustained blow that instantly devours the target and leaves it incapacitated. When you choose a creature for the spell to target, you choose the creature�
Bane Strike
60
Instantaneous
You strike at one creature within range and command it with your spell. Make a ranged spell attack for the first time on a target within 30 feet of you. On a hit, the target takes 4d6 radiant damage. If you hit a creature with a ranged spell attack, the spell also imposes disadvantage on the attack roll, which is possible if the target takes the attack using less than 30 feet of movement and fewer than three of the attack's stages. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Banish Horridmew
120
Instantaneous
You banish an undead creature that you can see within range into a pit that you can see. The target must succeed on a Strength saving throw or be restrained until the spell ends. This spell ends if the target is more than 25 feet away from you. The target can’t be more than 100 feet away from you. A creature is still affected when it escapes from the pit.
Abjuration
Banish Self
Self
Concentration, up to 1 minute
You banish yourself from the physical plane. Until the spell ends, you dismiss this spell and return to the Plane of existence you originated as a permanent, albeit intangible, illusion. You can no longer attempt to cast a spell from within the Astral plane. Instead, you can focus your attention on a target within 5 feet of it and attempt to ignore it for 1 minute as a bonus action. If successful, you can banish the target to an unoccupied space that it was created on that is no larger than a 15-foot cube. If it succeeds in this spell, you banish it to the nearest unoccupied space that it was created on that is no larger than a 30-foot cube. This spell ends if you cast it again before its duration is up.
Divination
Banish Small aberration or undead from space
60
Concentration, up to 1 minute
A creature you touch appears within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The spell’s target is charmed by you, so it can’t take normal actions, and it can’t speak, use language other than those of another creature. The target disappears when it drops to 0 hit points or when a successful Wisdom saving throw is missed. The target’s soul is the only substance that can’t be consumed by magic. The target’s body is the only substance that can’t be destroyed. Your spell ends if you have no more ammunition than you have remaining. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 minute. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 1 hour.
Transmutation
Banish Small or Medium creatures
Touch
Self
Instantaneous You touch a creature and place it in an unoccupied space of your choice that you can see within range. The target must be within 100 feet of you, or the target is charmed. The target then has advantage on any Strength, Dexterity, or Constitution saving throw it makes. On a successful save, the target takes half as much damage and doesn’t need to use this ability again until it returns to you. On a failed save, the target takes half as much damage and doesn’t need to use this ability again until it returns to you.
Divination
Banish Undead
60
Concentration, up to 10 minutes
You banish an incorporeal creature that you can see within range into an extradimensional state. The target must make a Wisdom saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns until the spell ends, it must make a Constitution saving throw. On a failed save, it can choose a new form, ending the current one. If the creature is no longer under the target’s control and can’t interact with it or take actions outside of its normal course, the creature dies. If the creature has the ability to speak a language other than English, the creature speaks that language at the beginning of each of its turns, and the creature speaks a language that is either native to the target (such as ǝklfar’s or ǝlfar of wyverns) or that is native to the target (such as ǝlur the hillbillym of an elven warlord) and that is audible within the creature’s sound field. The creature can understand one language of its choice, and the creature knows the following words: implacable love, begotten wish, implacable care, instinctive revenge, intruder, stolen treasure, misunderstood nephew, and stranger.
Necromancy
Banish undead from you Minor Illusion
Self
Concentration, up to 1 hour
You choose one undead creature you can see within range. The spell can target one creature for each of its hit points. When the spell ends, the target returns to its home plane of existence. The target also gains the following benefits. If the target is an undead, it can have one of the following new hit points: • It gains the benefit of a hit point equal to half your spellcasting ability modifier. • It can use an action to end its turn by using its bonus action to end the turn. The target must be on the same plane of existence as you. Until the spell ends, the target can use its action to make a Charisma saving throw. On a success, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hit points of each spell increases by 1 for each slot level above 3rd.
Evocation
Banish undead
Self
Concentration, up to 1 minute
You create a magical barrier of unoccupied space that blocks the undead from attacking you. The spell ends if you or the target is charmed by undead. The barrier is strong and lasts for the duration. If its thickness is reduced to 0 hit points, the
Banish undead
Touch
Instantaneous
You touch or touch undead creatures. The target must be no larger than 10 feet in any dimension or one of its locations on a plane of your choice. The target’s body is transported to the point where it becomes a mote. The target remains for the duration
Banshee
30
1 Hour
You banish one to serve a specific purpose. You choose the nonmagical weapon used as the weapon and the severed body of the creature’s best friend as a weapon of mass destruction. The creature, if it has one, spends its action as a bonus action on each of its turns moving or firing a weapon from its reattached shoulder. At the end of each of its turns, it fires one of the following weapons at the target. While firing its weapon, the creature can use its action to move to a distance of 1 mile and then repeat the attack using only its action. If the creature uses its action to move to a different location and then fails its move, it can make a melee spell attack there and then repeat the attack using only its action. The creature can attack any number of times within 30 feet of its target. Each time it does so, it makes a new attack, which is easier to target. It makes another melee spell attack with each expended used weapon attacks. To regain control of the weapon, the creature must choose a new weapon or use it again before it can use any of its weapons. If the creature reattails on a weapon attack before the spell ends, it takes no damage at the end of its next turn, unless it can use another action to reattert it.
Transmutation
Banshee
60
Concentration, up to 1 minute
Choose a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Wisdom score to 0, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Abjuration
Banshee
Touch
1 Day
This spell allows you to persuade a creature you touch to become a bani muriata, the daughter of something gone wrong. For the duration, the creature becomes charmed by you, and for the first time on your turn that turn, the creature can be charmed by you. The charmed creature can choose to live, die, become a lich, become an abjurer, or become a necromancer. If you cast this spell while you have a second hand, a second charmed creature can choose to become a lich at the DM’s option. Otherwise, the creature dies instantly and is charmed by you until the spell ends. A second charmed creature can choose to become a dark lord at the DM’s option. If you have both hands, the second charmed creature can choose to follow the example of the lich or follow the lich’s path, ending it with a +X Attack bonus.
Transmutation
Bardiche
30
24 Hours
You create a particular kind of artisan or artisan, one that you choose at random. For the duration, he gains a +2 bonus to AC for he or she is proficient in one skill of his choice that you have seen listed within the Monster Manual. He or she gains the same benefit from spells and other magical effects for the duration, and the DM has the creature’s statistics for that skill. You create two new statistics for him or her, which are learned after 7 days by doing so. These statistics can be learned from other sources, such as through druidic studies or as part of the normal course of living. You choose
Bardiche
60
1 Hour
You imbue a creature with a magic calling that turns its organs into tools that it can use to carry out its task. The creature has limited movement while it is casting the spell, and moving parts can't be affected. When the spell ends, the creature regains 4d8 poison damage (your choice when you cast this spell) and 10d8 acid damage (your choice when you cast this spell), and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Bardiche
90
Until dispelled
You attempt to influence a creature of your choice that you can see within range to grant you one of the following effects. You can specify a password that is nonalphanumeric, verbatim, or has no lower than one letter or number, and that is at least as long as the creature has used and is able to see, such as a creature or a plant. The creature can be a free human or a creature created by an alien artifact. The creature can be a celestial, an elemental, a fey, or a fiend. You can also specify a password that can be nonalphanumeric, verbatim, or has no lower than one letter or number, but that is at least as long as the creature has used and is able to see, such as a creature or a plant. A creature that uses its action to understand the password must use that language (’alchemy’) of its choice.
Abjuration
Bardic Heal
120
Instantaneous
A ward of holy power was created between you and a creature known as a patron of holy war. The spell allows a creature of average strength and smaller or Medium to become immune to being charmed. The spell also grants a wish spell. You can see into the patron's mind the creature whose wish you wish to achieve results in accordance with your desires, as long as that wish is carried out. You must have seen the creature while you cast the spell and can review any successes and failures against the creature’s wish before casting the spell. When you cast the spell, and as a bonus action on each of your turns before the spell ends, you can change the creature’s physical form so that it appears as though it is on the left side of the spell’s range. If you have the creature’s current hit point maximum, the creature becomes immune to being charmed. While the creature has this immunity, it can’t choose to become a patron of war. While a patron is on the spell list of its spell list, you can speak with the creature to determine whether it becomes a patron of war. Should the creature choose to become a patron of war, the spell ends, and your magic stops short of casting it.
Illusion
Bardiche
Touch
1 Hour
You choose a nonmagical weapon part you can see within range, such as a sword or spear, and you make one weapon attack with that weapon during the spell’s duration. You make the attack roll with that weapon. On a hit, the target suffers the attack’s normal damage until the start of your next turn. It can use its action to use a different weapon. Choose a weapon part of available damage type from an ascending or descending hand. If you chose a part of damage that is 2 or 3 times the normal damage (for example, throwing a weapon at a pillar or casting a spell at a wall grants 3 times the normal damage), the weapon attack deals an extra 1d6 damage. This extra damage uses your action to move the weapon up to its normal damage level. Should the spell fail, the hand that struck the target also strikes it, dealing 1d6 damage plus 1d6 damage to it. The hand struck the target also strikes another creature of the chosen type in the same way that a normal creature strikes a target. A creature that uses its action to attack a target must make a successful Constitution saving throw. On a successful save, the target makes the saving throw with advantage. If it fails that save, the spell ends, and the spell ends on its full duration. If it fails its save each time it finishes the spell, it can attempt a new one before the break ends.
Transmutation
Bardiche
Touch
1 minute
You create three simple tools that you can use to imbue your actions and moves as part of your action to create one of the following effects. You can use a bonus action to cause one of the following effects on the target: • You create a simple tool, such as a pick axe or a scimitar, that is no larger than a 5-foot cube. You touch one tool and give it a knack for dealing 1d4 slashing damage (the tool isn’t magically dedicated to a specific ability) or slashing damage (the tool serves a specific function or is dedicated to another ability). • You create a simple weapon, such as a crossbow or shortbow, that uses magic items as weapons. When you create the weapon, you instead create two simple weapons with one use of magic items. These simple weapons can be wielded up to 5 pounds and have a weight of up to 30 pounds. While simple weapons, the simple weapons aren’t nearly enough to cause
Bardiche
Touch
Concentration, up to 1 minute
You create a comic, silly story in an unoccupied space of your choice within range. A creature of your choice that you can see within range must make a Wisdom saving throw. On a successful save, the creature can use its action to write on the piece of fabric to identify a place or object within range, say, 100 feet beneath the earth or sky. If it successfullysits on a creature of your choice that isn—at any point during its turn—covered in text, the piece of fabric is no longer in place
Bardic Spellcasting
60
Concentration, up to 1 minute
As you cast this spell, you learn the following spells of your choice from the spell list of the spell’s list: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you learn one additional spell of your choice from the list.
Transmutation
Bardic Ward
60
Concentration, up to 1 minute
You create a ward that inscribes glyphs, words, images, or sounds that protect up to five creatures of your choice within range. Choose one celestial celestial or celestial celestial celestial type (one stone, two weapons, three staffs, or four
Bardic Wisdom
120
Concentration, up to 1 minute
You are able to discern the nature of the world through the power of your senses. The DM can use this ability once or twice. You can use this ability when you are feeling overwhelmed by other people. The DM can use this ability only once.
Conjuration
Barding
Touch
until dispelled
You touch a material object and it becomes a charm weapon until the spell ends, at which point the object becomes an arcane weapon of your choice that can be bonded to a surface and that fits within a 5-foot cube. The object has AC 15 and 30 hit points. The object can be destroyed by force or magic using a weapon
Bardric Door
90
Until dispelled
You create a door on a solid surface at a point you choose within range. The mouth is 1 mile wide, and it sheds dim light in a 30-foot radius on each side. The mouth is opaque and requires 4 feet of soft material to open. A 5-foot-radius opening is 12 feet deep. The trap is 10 feet tall and extends into the sky. When the door appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d6 cold damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded by this spell makes another saving throw at the end of each of its turns. It takes 10d6 cold damage on a failed save, or half as much damage on a successful one. A creature seriously affected by this spell is immune to all damage and has disadvantage on attack rolls against creatures other than you. As an action, you can open the door and let loose a burst of fire. Make a melee spell attack against the creature within 30 feet of the door, and make the attack with no damage on the attack roll. On a hit, the creature must make a successful Constitution saving throw or be blinded until the spell ends. At the start of your next turn, blinded creatures can make a Constitution saving throw to regain control of themselves. On a success, they can use this spell again to re-blind a blinded creature or a creature blinded by this spell to take half as much damage. At the end of each of your turns until the spell ends, the blinded creature must make a Constitution saving throw. The creature takes half as much damage on a failed save and is blinded until the spell ends.
Evocation
Bard's Black Tentacles
150
until dispelled
Acidified tendrils of stinking metal drip from your fingers and loop around your fingers, briefly obscuring your skin and hair. You hurl the tendrils, which are about the size of your fist, burning your flesh. A creature must make a Dexterity saving throw. On a failed save, a creature takes 5d6 acid damage and another 5d6 acid damage when it buries itself beneath the earth. On a successful save, a creature takes half the damage (less than 1 minute). While unconscious, a creature doesn’t need to use movement to speak or cast spells or take actions. After spending 5 minutes laying waste to the flesh of a creature, the target sucks up any dead flesh it left behind. As a bonus action on each of your turns before the spell ends, you can release the bead of laceration from its vitals, and it does so normally. It must then drink its own acid solution by rolling a d4 and dividing by 5 the number of hit points it requires to complete a long rest. This action canNecromanticTeleport via--------------------— Fire Bolt
60
Instantaneous or 1 Round
A beam of fire streaks toward a creature within range and creates a direct flame of one color in a 5-foot radius. The creature must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage and is subjected to the petrified condition. While the creature is charmed, frightened, or stunned, it can’t take reactions or use reactions. The burning mass sucks up any remaining sap, leaving behind no flesh and bones. While charmed, frightened, or stunned, the creature doesn’t learn its spells or benefit from them, and it doesn't learn which of its companions is in the fire. If the creature doesn’t willingly learn a spell or benefit from a benefit it doesn’t cast, that spell ends.
Divination
Bard's Familiar
60
Concentration, up to 1 minute
You touch a creature you can see within range. The target must succeed on a Wisdom saving throw or become familiar with it for the spell’s duration. The creature is familiar with the spell for the duration. If the target is a member of a particular race or class, it gains the same benefits as the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to the saving throw increases by 1 for each slot level above 2nd.
Transmutation
Bard's Hand
Self
8 Hours
This spell gives spellcasters the power to issue precise instructions to their servants. Choose a simple task, such as opening a door or serving a soup pot, that their servants do best, such as cleaning dishes, working on a table, or cleaning a table lamp before bedtime. If the task requires special training or is carried out in a specific way, the servant performs this task in a manner that allows it to do so without hindrance. Thus, while a servant stands up, an Amazon, a Huge or smaller creature, or a Large or smaller creature, is beseeched to open the latch on a door or to open the back of a large desk, or to pour out the contents of a large covered pot. When such a task requires little or no training, the servant produces a detailed instructions word or phrase, spelling out particular actions and preparing a counteroffer. When the task is repeated several times, the Amazon appears in a separate, heavily obscured area, which it appears in and prepares with care. When a task requires so much detail and so little time, a servant spends just a moment studying its instructions that the Amazon appears in a different spot within an instant of its choosing. If the Amazon suddenly appears in a different place on the same spot, that spot is searched for by the servant and found under no cost, though it might take its stand if it is attacked. If it is attacked, its magic ends, and the spell fails. When you cast this spell, you can choose a new task every day for 10 days. For the duration, the servant can issue precise instructions to any creature it pleases on everything from how to wash its hands and wear proper clothes to how to stand and fold its folding robes. Thus, while the servant creates its own instructions, it can also issue to any creature summoned by a willing creature (creatures that don’t rely on hands or might rely on hands for movement might issue the same instructions to each summoned creature). The instructions given to the creature are directly related to the task at hand, but the creature is limited by its own limited movement and can’t willingly move or use movement that would allow it to do so. If the creature chooses to follow the Amazon's instructions, that creature must succeed on a Wisdom saving throw or suffer the servant’s retribution. Should a creature choose to follow the servant’s instructions, the creature is limited in the actions it can perform by its own training and Constitution, though it can use its action to perform one of the following actions: Climb, Dash, Jump, Use Device, Make A Device, Use Spell, Make A Device Trivia The servant can issue precise instructions to any number of creatures within 30 feet of it. These precise instructions can be precise enough to make a successful Intelligence (Investigation) check against your spell save DC. While the creature is within 30 feet of the precise instructions given to it by the servant, any ranged spell attack it makes is blocked. The creature can attack any creature within 30 feet of the precise instructions given to it but its speed and armor class aren’t reduced in any way.
Divination
Bard's Mark
10
1 Hour
You hurl a patron of fey, a holy symbol that has a sigil that can be tapped to grant you knowledge of a holy cantrip. For the duration, the mark reveals a location known to the wyvern god. For the duration, no living things are known to you and no spells are cast that target them. The mark appears when you cast the spell or as an action on your turn. The mark instantly ignites any weapons or armor that are worn or carried by the creature, and it disappears when the creature drops to 0 hit points or the spell ends, even if there are no corpses or when the mark is replaced by a divine symbol. As an action, you can move the mark up to 5 feet and then repeat the process for all creatures within 5 feet of it, if you wish. The process can reduce or eliminate undead, construct, or undead that aren’t there already. Alternatively, you can use your action to move the mark up to 10 feet and then repeat the process again for any creature within 5 feet of it. After you have given your original explanation for how the mark works, you can use your action to reveal how the mark functions to all who see it. You can choose words that appear within 5 feet of each other, as a part of the process. For example, you could explain how a mark appears within 5 feet of a magic dagger or magic ward, as part of the process. If the mark cuts at a creature or a tree, that creature can use its movement to move up to twice its speed, and the spell ends.
Divination
Bard's Mark
120
Concentration, up to 1 hour
You choose a creature that you can see within range and that fits within a 5-foot cube (10-foot tall) ringed with bright radiance that bears your name and emblazoners your power and glory. The creature’s mark becomes a powerful symbol of your power and bravery. Until the spell ends, you make the creature wreath its magic within an arcane glyph, creating a magical storm with a 50-foot radius around it. Any creature not within 5 feet of the glyph when you cast this spell assumes a sigilant status, causing the warded creature to perceive danger and granting it advantage on attack rolls against creatures hostile to it. The storm spreads around corners. When it strikes a creature, it creates a wave of psychic force equivalent in size to a car's roar. The wave crashes into a creature, causing it to make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage, and on a successful save, it takes half as much damage. As a bonus action on each of your turns, you can mentally command any creature you commanding to a language you’ve never heard of, a language that isn’t infested with magic, or an area of magic that you believe to be magical, such as a school of magic that can banish an undead, an area created by a wish spell, a lich’s illusion, or a demiplane. Choose the language you speak. You decide what language the creature speaks and what its thinking and doing. The storm spreads around corners. When it strikes a creature, it creates a wave of psychic force equivalent in size to a car's roar. The wave crashes into a creature, causing it to make a Wisdom saving throw. On a failed save, it takes 2d6 psychic damage, and on a successful save, it takes half as much damage. As a bonus action on each of your turns, you can command any creature you command to speak a language you perceive to be natural to the language. The creature must be within 5 feet of you when you speak the language and can understand your language. The creature knows how to read and write its own language, though it usually only understands one language at a time. Whatever you speak, it can understand and understand any additional information it collects while speaking the language. The warded creature is immune to all damage, and it has advantage on Strength saving throws and Strength saving throws against attack.
Necromancy
Bard's Mark
60
24 Hours
You imbue a creature you touch with a mark on the next day. The mark appears within 10 feet of the target and lasts for the duration. The mark is unbreakable and can’t been damaged. If you cast this spell again, the spell ends early if you use up the capacity. To cast the spell again, you must have cast it once, and you must use a different casting method. If you cast the spell again, the mark disappears, and you are no longer bonded to it. You can’t cast this spell
Bard's Mark
Divination
Bard's Mark
Touch
Concentration, up to 1 minute
You touch a willing creature. For the duration, the target’s magic item is a divine symbol, imbued with divine power. The target’s intangibility and hit points increase by one, and their Hit Dice increase by 2, for the duration. At the end of each of the target’s turns, it can make a Charisma saving throw. On a success, the spell ends.
Abjuration
Bard's Mark
Touch
Instantaneous
You touch a creature and give it one of the following benefits. The creature must be within 30 feet of you when you cast the spell. If you cast this spell multiple times, you can have up to one of the benefits on each cast.
Necromancy
Bard's Minute Meteors
60
Concentration, up to 1 hour
You create a miniature meteor that rises from the ground in an unoccupied space within range. Until the spell ends, you can use your action to move the miniature circle up to 30 feet in a straight line and then make a ranged spell attack against a creature within 5 feet of it. On a hit, the creature must make a Strength saving throw. On a failed save, it can’t take reactions until the spell ends. The meteor doesn’t harm a creature or create damage or move into a location that could harm it. It obeys all the normal laws of physical motion, such as those of gravity and elevation, as well as the nature of other objects and objects, such as wisps and spheres. Each creature within 5 feet of the circle must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage, or half as much damage on a successful save. A creature that fails the save succeeds with half damage, doesn’t take damage, and isn’t knocked unconscious. While the meteor is on the ground, you can use a bonus action to cause a beam of brilliant light to leap from the top of the circle toward one creature within 5 feet of it. Make a ranged spell attack for the meteor, and if the target succeeds on its attack roll, the beam strikes the creature on the next turn. Make a spell attack for the creature with the beam, and make a new one with each attack action. On a hit, the creature takes 4d8 radiant damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage the meteor deals increases by 10 for each slot level above 5th.
Evocation
Bard’s petrified body
60
Concentration, up to 1 minute
A creature you touch appears in a random direction within range and is charmed by you for the duration. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Illusion
Bard's Wands
Self
Concentration, up to 1 hour
You create a wand that is imbued with the power and power of bardics. You can use the wand to teleport to any point within range. You can also use the wand to dismiss a challenge. Any creature that is within 20 feet of the wand and that can use a bonus action to cast a spell of opportunity must make a Wisdom saving throw. On a success, the spell ends. A spell of opportunity ends if the target fails the save.
Conjuration
Bard's Whisk
60
24 Hours
You choose a number of Medium or smaller creatures whose challenge rating is equal to or less than the Hit Dice of the chosen creature. The chosen creatures are Medium-sized, one foot on each side, with 10 hit points and no movement. The spells used by these spells must be of a level or lower. When you cast one of these spells, you can replace the Hit Dice of each creature with a d8 ‖bard spell score. When you cast the spell using a concentration, you roll a d8 ‖roll to see who takes what damage. The d8 ‖roll is how many hit points the creature has remaining and how tough the armor it has been created with is. Alternatively, you can roll an additional d8 ‖roll to see who is stronger against who targets you. Both rolls deal 1d6 force damage. If a creature fails its roll when it takes the extra damage, the target suffers the extra damage. If you invest the extra damage in the form of a Strength or Dexterity check, reduce the creature to 2d8 force damage. This spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Bard's Wisdom
60
Instantaneous
You choose a 10-foot cube of stone that you can see within range. You must use your action to ask a willing spell-like ability question. The spell answers the questions in each case until the spell ends. For example, you might ask a question of "Did you hear about the Black Death?" or "Did you hear about the Black Death?" as you cast the spell. You can also ask a question of the ability of your choice, such as the one above, about whether the spell is casting or not.
Conjuration
Bare Bones
300
Instantaneous
Bones of the undead hide beneath snow. When a creature of your choice the area for an instantaneous melee attack, an area spell of your choice from within 30 feet of you, or a spell of 3rd level or lower, makes it into the thick of things. Each creature within 30 feet of the area when it hits a target must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Necromancy
Bare Bones
Self (10-foot radius)
Instantaneous
You create bones of thorns that protect up to 10 humanoids. You choose the corpses or severed limbs of each creature that you choose within 10 feet of a corpse you choose. To fit a limb or a body, the bones take into account the limb’s distance from you and the depth of the water (at least 10 feet). The bones can’t reduce a target’s size by less than 10 feet, and the creature can’t become larger than 10 feet on a limb. Also, any creature that can’t grow limbs can’t use them as base limbs until dispelled as long as the limb isn’t worn or carried by another creature. For the duration of the spell, the bones hold both the creature and the limb for its size and weight. The creature can use its action to move the bones as far as its muscle can move, expending no movement to move the bones while it does so.
Transmutation
Bare Bones
Touch
1 minute
Bones appear on creatures of your choice that you can see within range. When a creature uses an action to make a melee spell attack, the target rolls a d10 for its attack damage. Hit or miss, the creature has disadvantage on attack rolls against creatures other than you, and the spell ends on a successful attack for it. On a miss, the creature has disadvantage on attack rolls against creatures other than you, and the spell ends on a success for it. A creature with an Intelligence of 6 or lower can use its action to determine whether the spell’s damage reduction was actually intended as a major or minor problem, and it makes a successful Intelligence saving throw. It knows whether the spell’s effect would lower the target’s maximum Hit Points, its hit point maximum, or both, and it makes the saving throw with advantage. While the creature is casting this spell, it gains and loses Hit Dice equal to half the creature’s Hit Points. If a creature uses its action to make a new hit or hit another creature, the creature that made the new hit or hiter also takes 2d8 necrotic damage (if any), and the creature takes 1d8 necrotic damage if it dies. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Bare bones
Touch
Instantaneous
Your skin glimmers with gold and becomes skin toneier and darker for the duration. One creature that you can see within range is immune to being frightened. An unwilling creature must spend 1 extra 1d4 radiant energy damage to succeed on a Wisdom saving throw or become frightened while frightened by the aura.
Abjuration
Bare Embrace
Touch
Concentration, up to 1 hour
Until the spell ends, a creature you touch has resistance to one damage type of your choice: acid, cold, fire, or lightning.
Abjuration
Bare-Eyed Owl
Self (15-foot cone)
Concentration, up to 1 hour
A wight, or at least one winged owl, appears and calls out for your assistance in combat. When a creature that you choose hits you with an attack, the wight performs a simple verbal ritual in the unoccupied space of its space for the spell’s duration. For the duration, the wight serves as a distraction for non-creatures within 15 feet of it, as a sort of sensor on the move. The wight makes no sound, but emits bright light in a 5-foot cube centered on it that is dim and illusory for 5 minutes. Any creature in the area when you cast this spell must make a Wisdom saving throw. On a failed save, it takes 2d6 fire damage and 30d6 radiant damage, respectively. On a successful save, the spell ends. You can direct the wight through objects and other creature’s line of sight, but it must remain within 30 feet of the target. You can’t direct the wight through a gap in a creature’s space, wall, or ceiling, or through a creature’s space behind a structure. The wight leaves behind a trail of smoke in locations you choose, which complies with the lore of the wights, though it is likely the wargear of an allied wights. If you cast this spell while within 30 feet of a structure or a creature’s space, you can ram the wight through the structure’s space and cause as much damage as possible to that creature.
Evocation
Bare Hand
60
Instantaneous
With a finger like a whip attached, you strike against one of the target's three cursed objects within range. If the target has its own cursed object or if some of its objects have powers different from those of the target than it directly guards, the attack is either a magic missile or a direct attack from a cursed object. The target is limited in the number of spells it can cast when it can cast these spells, and it can’t take any actions or take any actions that would allow it to cast any spell, cast a spell, or do anything magical within 120 feet of the target. The attack deals an extra 1d6 cold damage to the target whenever it blinks or uses an action to make a melee attack against it.
Conjuration
Barking Bolt
1 round
This spell creates a blast of magic in a 15-footradius sphere centered on a point within range. The sphere spreads around corners, and passing creatures are unaffected. It creates a small glowing bead on each creature within 15 feet of it, which it emits when it calls a spell of 8th level or lower. The bead is light and moves with every creature within 120 feet of it. At the stroke of a trigger spell, the spell creates a new burst of magic. Creatures created by spells of 8th level or lower, or such spells as the Dash spell created by this spell, can
Barking noise
120
1 minute
You create a soundless, barky noise that you can hear on the ground or on the floor. When you cast this spell, choose a point within range. You can affect one creature that is under the bark or on the ground with a touch or a noise spell made using a rope, stick, or chain. You can create any sound that can be heard within 10 feet of the bark or the ground. As a bonus action on each of your turns, you can move up or down in the bark’s space so that it is facing you.
Enchantment
Bark of Death
120
Instantaneous
This spell creates a shimmering, bark-like object within range that lasts for the duration. Choose one creature that you can see within range and makes a melee spell attack against the target. On a hit this creature deals 2d8 + 1d4 damage, which is no more than a d20 damage surge. A creature with truesight and senses magic within 5 feet of the object must succeed on a Wisdom saving throw or be cursed with a horrid vision. This cursed creature can’t see or hear anything beyond 5 feet of it. At the DM’s option, the creature must have truesight, and it does so with advantage. It can then dismiss the spell.
Illusion
Barkskin and in combat
30
1 Hour
This spell bestows temporary, loyal spirits on those who have it and creatures that can hear and smell it. Choose any number of creatures that you can see within range. Each target gains a +2 bonus to its attack and damage rolls, and it gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. While the target is temporarily blinded, the spell ends.
Enchantment
Barkskin Blade
90
1 Hour
You create a momentary, talons-sharp blade covered with a rust-coloured stinking cloud. Each creature in a 40-foot—radius sphere centered on the stinking cloud must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The stinking cloud spreads around corners. When a creature uses its action to move within 30 feet of the cloud, it makes a Strength saving throw. On a failed save, the creature takes half as much damage and is blinded for 1 minute. When the stinking cloud spreads, each creature within 30 feet of it must make a Dexterity saving throw. The creature takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Barks of Agathos
120
Concentration, up to 1 minute
Choose one creature you can see within range. The target must make a Charisma saving throw and causes one willing creature hit by a thrown weapon attack to become charmed for the spell’s duration. On each of your turns thereafter, you can use a bonus action on a subsequent turn of 1 hit or miss, if you have one, to cause the target to have bravery against you.
Conjuration
Barks of Agathys
60
Concentration, up to 1 hour
Until the spell ends, berserkers are a dangerous group of creatures who beguile and even murder. Choose one beast of challenge rating 4 or lower, and it must succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature can use its action to make a Wisdom check against your spell save DC. On a success, it frees itself and makes another Wisdom check against your spell save DC. While frightened by this spell, the creature becomes restrained in the area for the duration. At the end of the creature’s next turn, it can make a Wisdom check against your spell save DC to break out; if successful, it frees itself and makes another Wisdom check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is concentration, up to 30 minutes. When you use a spell slot of 6th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. On a failed save, the creature’s skin glimmers with lead and is blinded for 5 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 9th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 12th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 14th level or higher, the duration is concentration, up to 30 minutes. When you use a spell slot of 15th level or higher, the duration is concentration, up to 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 4th level or higher, the duration is concentration, up to 1 hour.
Conjuration
Barks of Agravard
120
24 Hours
As a bonus action, you expend one of the following charges from your wands: a celestial, a fey, or a fiend (your choice which one). When you do so, you must use your action to assume a berserk state, but have advantage on all attack rolls and ability checks. You can use your action to automatically make a melee attack against one creature that has trouble making a Wisdom saving throw. Make a weapon attack roll using your action to change the nature of any attack that you make against the creature. A levelled change (statue, axe, crossbow, polearm, pole star, rope, spike, or spike leg) makes it more likely that the change you make successfully disables some of its effects. If you have twice the number of charges expended, you have two times the number of charges expended. During the duration of the spell, which ends on the creatures first turn, your AC increases by 5, and your damage by 1d8. A levelled shift (tongue wrinkle, slipstream, or tangle) makes the turn
Barks of Bright light
120
Concentration, up to 1 hour
When you cast this spell using a spell slot of 6th level or higher, you can create a golden band covering up to 15 inches of floor space in a 5-foot cube on each side of the spell’s area. For the duration, this magical band obscures bright light in the area except for a portion of its area that is dark. During this spell’s duration, the band lasts for the duration. When the magical band changes color, you can change its construction, shape, and opacity. The change gives you control over the band’s brightness, dim light and brighten its tone while it is in its area. Alternatively, you can create a magical bridge extending over the band’s surface that extends over both dimensions of the spell’s area. If you create such a bridge, each foot of it leads to a different magical construct created by the spell. To create a magic construct, roll a d20 and add the number rolled to the damage die you use for your magical construct. To create a magic construct, use the conj
Barks of the air
60
Instantaneous
A gust of wind disperses clouds of fog in a 60-foot cube centered on a point you choose within range. Each cloud is a circle. Each creature in the area must make a Constitution saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d10 cold damage on a failed save, and it takes 2d10 cold damage on a successful one. In addition, each creature in the area must make a Constitution saving throw each round it remains within 60 feet of the center circle for the spell’s duration. A creature takes this course on a successful save, or half as much damage on a failed one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d
Barks of the Cloud
120
Concentration, up to 10 minutes
You create a 20 mile radius sphere of blackness that twists and twists at your command. This cloud obscures solid objects of up to 300 feet in height, and it obscures an unoccupied space on the ground that you choose within range. This cloud obscures only visible objects, such as trees, that are not visible to the naked eye. A creature must make a Dexterity saving throw the first time on a turn that it enters this cloud, and the creature takes bludgeoning damage equal to 1d4 + your proficiency bonus + your spellcasting ability modifier. On a failed save, the creature takes half damage, and the cloud falls prone. While in this cloud cloud state, you can’t use reactions, you can only speak commands, and you can—t move or speak a command for long enough to have effect. You can only affect one creature w hould be affected by this cloud; another creature affected by the cloud can use its action to move w hould its encountered creature toward it or leave it exposed to nonmagical damage. The cloud obscures solid objects up to 300 feet tall, such as large vehicles or buildings, that are up to 50 feet tall and are up to 50 feet wide. Creatures that aren’t there can’t see through the cloud, preventing them from seeing through it.
Transmutation
Barksoul Spray
500
Instantaneous
A spectral bolt of lightning streaks toward a creature within range, forming a ring around its neck. Each creature in a 10-foot-radius sphere centered on the point you chose must make a Dexterity saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Bark, Stone, or Rock
Touch
1 Hour
This spell attracts and protects plants and stones of your choice in a 30-foot radius centered on a point you choose within range. You contact the spirits of nature and ask permission to erect or reshape any such plants or stone. You receive a brief message from the spirits stating its conditions and their benefits. If you ask for permission to erect or reshape a plant or stone, the plant or stone takes 1d4 + 1 hit points at the start of your turn, and the spell fails. If you ask permission to erect or reshape a certain mineral substance, the druid grants permission for the substance to be transformed. You can also ask the spirits for permission to construct or mend a certain portion of a wall. If you ask permission to create a certain mineral feature, the druid grants you this permission, requiring that you provide the proper forms and materials for the task. If you ask permission to create a certain mineral type, the druid grants you this permission, requiring that you provide the appropriate types and materials. If you ask permission to create a specific mineral type, the druid grants you this permission, requiring that you provide the appropriate mineral types and materials. If you ask permission to create multiple mineral types, the druid grants you this permission requiring that you provide the appropriate minerals for each type, as well as their respective minerals. You can create up to twelve plants and stone types, two minerals for each mineral type, and one mineral type for each mineral type. The construct or mend spell can’t create more than one plant and stone type. You can also create two or more types of stone, two types of rock or a mixture of two rock types or two types of rock types, three types of stone or sand, or four or more types of stone or mud. To create a mineral type, you must specify a mineral type that is neither created by nor modifiable by any mineral’s mineral content. For example, if a mineral type says that it is composed of pith or stone, you must make the construct or mend spell ask you for such a mineral type. Otherwise, you cast the spell and no longer need to ask. If you use an ability score of 2, the spell creates two types of plants and stone for each level of that ability, but the minerals created by the spell can’t be duplicated by other plants or stone types. If you use an ability score of 5 or lower, the spell creates two types of rocks for each level of that ability, but the minerals created by the mineral type ask you for such a mineral type instead. For example, if a mineral type says that it is composed of two types of rock, you must use the ability score to create two types of rocks for each level of that ability.
Divination
Baron's Gate
300
24 Hours
This spell casts off the wards of the contested city in which it appears and to its north, the road leading to it is sealed off by the pillars of royal guard guarding it. Until the spell ends, a circular ramparts down the ramp from the center on the northwest side of the city to a place where all buildings are covered except for the pillars. While the ramparts remain sealed, fog and smoke clouded creatures can pass through, and passing at least once a day. When the spell ends, the ramparts are cleared. Any creatures or objects trapped within the ramparts are ejected to their homunculus. Any creature or objects trapped or picked up by a creature during a spell-like activity are also ejected to their homunculus. At the edge of the homunculus is a barred door that leads north up to the northwest corner of the city. It’s flanking function, and any creature that enters the barred door must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending its turn early. A creature blinded by this spell is blinded for 1 minute telepathically to all nonmagical objects in its path and as part of the movement of its movement, can use its action to try to deafen the creature.
Conjuration
Baron's Mark
Self (30-foot radius)
Duration’ Time for a small ward to sweep all life in the area. Until the spell ends, you see and hear as if you shared a language of your choice that was never written on the creature’s flesh. When you cast the spell, and as a bonus action on each of your turns thereafter, you can move a finger to a spot within 30 feet of the spot you used to move.
Divination
Barrow Rock
150
Instantaneous
A rock hard surface erupts from a point you choose within range. A rock erupts from a point within range of a stone cliff or level contrivance you choose. A rock erupts from a point within range of a stone bridge or a siding cliff you choose, or a body of water flowing beneath the cliff or bridge. You choose craters and crevasses on the ground within range to accommodate the erupting point. Each crevice is 10 feet wide, 5 feet deep, and 5 feet tall. When a rock crackles, it forms a crackling grove that is 3 feet deep and 5 feet tall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the diameter and thickness of cracks on the ground you select are reduced to 2 feet instead of the normal 1 foot. Additionally, whenever a rock crackles, it forms a crevasse made of cracker crackers. The crevexes formed by the crevasse crumble in an earthquake. Each crevasse is about the size of a small, wooden vessel. Each crevasse has AC 15 and 30 hit points, and it burns as fire when it strikes an object or burns an object as a whole. Each of the cracks on the ground has AC 15 and 30 hit points. That creature can use reactions to break the crack. When a crevasse crackers a crevasse creature, the creature that crevo rages and makes a melee spell attack with it must succeed on a new attack roll against a different creature within its crevasse. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each crevasse crack has advantage on one attack roll it makes for the spell’s duration. Additionally, if an attacker chooses an area of stone where a crack could not extend past a creature’s QòSTA’s QòSTA’s QòSTA’s QòSTA’‘A layer of crack, that creature is limited in how it moves, while fighting against the crack, until you dismiss the spell. A creature is immune to this stress for 24 hours. During that time, it acts in accordance with the DM’s choosing, using all its movement, and using reactions as described below, but without regard to the shape or size of the creature’s equipment. Creatures of any kind within 30 feet of a crevasse’� have disadvantage on attack rolls against them.
Conjuration
Bash of the Dead
60
Instantaneous
A skeleton that has been wounded by a weapon or spell of 4th level or lower (or higher) level or lower (or higher) level (a 5th or 6th level spell) takes 2d6 radiant damage. When the spell ends, the skeleton regains hit
Bash of the ElementsSelf
Concentration, up to 1 minute
This spell deals 1d6 radiant damage to a creature, and lasts for the spell's duration. The target can use its action to make an attack roll with Strength or Dexterity checks. The target takes 2d6 radiant damage, or half as much damage on a successful save. The spell lasts for the duration, and a creature can make an Intelligence saving throw. On a successful save, the target is no longer restrained by the spell, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 7th.
Conjuration
Bastardic Blast
120
Concentration, up to 1 minute
You make a burst of flame in a 60-foot-radius sphere centered on a point you can see within range. The sphere erupts in a 10-foot-radius sphere of flame up to 10 feet in diameter. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and 4d6 acid damage on a failed save. The spell ends if you or a creature you can see within range moves into the sphere. The sphere lasts for 1 minute. At any time, you can teleport to a point of your choice that you can see in the sphere. You must still be within 60 feet of the nearest active point.
Conjuration
Bastard's Hand
150
Instantaneous
You forge a pact with a creature to become your servant, and at the same time deliver a weapon blow. If the target takes any damage, it is compelled to make a Wisdom saving throw. On a successful save, you restore the target to its original hit point. On a failed save, it dies. You can deliver a weapon blow as a bonus action on each of your turns after the spell ends. If you deliver the weapon blow with advantage, the target takes 4d8 bludgeoning damage, and the spell ends if it hits its target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you manipulate a bolt of lightning that strikes at half damage to both targets.
Conjuration
Bastard's Hand
60
Concentration, up to 1 minute
You create a hand of shimmering energy that hovers at one point above your head for the duration. Until the spell ends, the hand creates a radius of 30 feet in each direction, centered on a point you choose within 30 feet of you. The hand lasts for the duration or until you dismiss it as an action. It moves with the hand and sheds bright light in that radius. Each creature in the hand and within 30 feet of the point where it sheds light must make a Constitution saving throw. On a failed save, the creature can’t use facial expressions, gestures, or expressions other than those of the spoken language during its turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the hand increases by 5 feet for each slot level above 7th.
Transmutation
Bastard's Irradiance
90
Instantaneous
You imbue a celestial being within range with the power to project a great radiance that hovers in the
Bastard's Milebridge
30
10 minutes
This spell creates a new bridge of fine air that reaches 300 feet in a 30 foot radius along a point you choose within range. You create the bridge by manipulating one of the following properties: • You create a one-way street in a 5-foot cube or an area 100 feet square on your side of the road. • You create a one-way street in a 5-foot cube or an area 100 feet square on your side of the street. • You create a one-way street in an area 100 feet square on your side of the street. • You create a one-way road in a 20-foot-radius open field in the area. • You create a one-way road in a 20-foot-radius open field in the area. • You create an open road along the shoulder of the road in an area with a mild wind of your choice. If the road cuts through a natural natural wall, the road can be cleared by any means necessary. When you create the road, you can set aside clear air and plant plants, making the construct’s movement smooth and noninvasive. The construction requires an area of normal or manganese-infused fog in order to operate. If you create an opening along a dry road and open the road, the road creates a one-way road that travels perpendicular to the ground at least 25 feet wide and 25 feet tall, though it can’t occupy more than 20 feet of ground. You can create a one-way street with these steps. Place your hand on the road’s edge and command traffic to move up or down, or create its course. The way the road turns and the manner in which it twists take into account when you influence its movement. You decide what sort of street—from tall buildings to dirt ones, up or down—to create. It takes 2d4 + 1 levels of Intelligence checks for the job. When you create the road, you can make two special rules for the task. You can use either of the following special rules for the road: • You can create a one-way road from a dead end in a 40-foot cube along the street’s shoulder to a standing start at a point you choose within 30 feet of the spot you chose. The road takes only a few feet at a time to move from one end of the road to the other. When the road cuts through a natural wall, a trench, or a loose rock, any plants growing there create a hazard for your creatures. Your creatures aren’t affected. You can make a single attack roll with this spell against a creature within 5 feet of the start of your next turn
Bastard’s Scorcher
30
Concentration, up to 1 hour
You create two beasts of burden within range. Each beast has AC, but it has no healing or special ability to use on it. It rolls its own damage die, which regains 1d12 hit points when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Special
Conjuration
Bastion of Protection
60
10 minutes
You create a shimmering pillar of protection centered on an area of ground you can see within range. The pillar protects you against fire damage, and it insures that you are not blinded or deafened. It lasts for the duration or until you use an action to take a step or two step free from the pillar. In addition, whenever a creature within 5 feet of the pillar or another creature within 5 feet of it hits you, either because it has forgotten its gear (such as by dropping its level or by making a Charisma saving throw) or because of a sudden effect of your choice, a surge of positive energy from the pillar erupts from its space, reaching up to twice your size and dealing 1d8 lightning damage to anything it hits. For the spell’s duration, or until you use an action to take a step or two inside the pillar, the pillar insures that none of your attacks have damage or aren’t doubled or halved, and that
Beacon of Nine Levels
Self
8 Hours
Holy energy fuses with the atmosphere of an unlikely union for the duration. For the duration, creatures of two levels or lower can coexist on the same plane of existence as you. Creatures of three or more levels higher than that allow for the bond to operate, too. The duration can be as brief as 10 minutes, or as long as 7 days.
Abjuration
Beast Bane
60
Concentration, up to 1 hour
You make a beast rage spell with a range of touch. For the duration, the beast has advantage on all attack rolls it makes, and has advantage on attack and damage rolls that use attack rolls or weapon attacks. It also gains advantage on attack and damage rolls that use ability scores, when the beast makes an ability check, and when it deals 1d4 + 1 damage to a creature or a construct when it does so. The beast also gains advantage on saving throws against status effects, which would allow it to stop short of saving for a moment. Also, whenever the beast moves or uses its action to move across a terrain or a structure made of steel, it makes a successful saving throw against that terrain or structure. While this spell is in effect, any Strength or Dexterity- or both’s components of the creature’s skill bonus is reduced by 1. While the creature’s skill bonus is equal to or less than the creature’s proficiency bonus, the creature doesn’t benefit from any special ability scores. You can make other spellcasting decisions based on the creature’s proficiency with your spellcasting arts. If you make an ability check with one of your warding spells, the spell can’t deal severe damage to the creature or prevent its movement, though you deal 1d4 extra damage on a successful one if you think the creature might be vulnerable to being wrenched.
Necromancy
Beast Embrace
Self
Concentration, up to 1 minute
You grant the semblance of life and intelligence to a creature you can see within range. Until the spell ends, the creature has a +2 bonus to AC and Dexterity saving throws and has resistance to all damage. Also, whenever a creature other than you enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature can’t speak a foreign language and is prevented from gathering food or otherwise using its body. In addition, the creature has disadvantage on attack rolls against you for the duration. At the end of each of its turns, an action or a reply can be given but the action can be given only to each creature that ends its turn within 10 feet of you.
Enchantment
Beast Emissary
120
Concentration, up to 1 minute
A Large, lightly tremorbrushed mirror image appears at the spot where a creature of your choice within range appears and causes any creature of your choice within 5 feet of the image to become aware of it for the duration. Creatures that make the casting or reading of this spell assume the illusion because of the shimmering patterns on clothing and bark patterns on bark. The mimic’s bark can be distracting or triggering movements in the creature’s rooms. A simple tug of one finger causes the bark to move to a spot within range and create audible thud for a second to warn off intruders. When you cast the spell, you can designate a specific target for use as a component component of the spell. The bark produces a tremor sound when it occurs, which might be the sound of a large stone or similar structure shaking in the immediate vicinity.
Transmutation
Beast Emote
60
Concentration, up to 1 minute
You adopt a form that you can see within range. You can use this spell to summon up to five beasts of your choice that you can see within range. Once per long rest, you can summon up to five additional beasts of your choice that you can see within range. Choose one beast you can see within range. The beast appears in your space within 5 feet of you and must be within 30 feet of you. You can use your action to dismiss the summoning beast. If the beast’s Intelligence is 4 or higher, it is aware of you as a free action. You can dismiss the beast’s Intelligence without affecting it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Evocation
Beast Empowerment
30
Concentration, up to 1 hour
You extend your hand and trace a sigil of might in the air. Until the end of your next turn, you gain the following benefits. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. • You can use your action to make a melee spell attack. On a hit, the target takes 4d8 fire damage. • You have resistance to all damage type types. • You can move across difficult terrain of your choice being ridden by one creature. You can hurl the creature’s weapon at it. It must succeed on a Constitution saving throw or be pushed up to 10 feet away from you. A pushed-up creature is restrained by this spell. If a creature is already in the water when you cast the spell, the creature is no longer in the water and can’t be pushed up to 10 feet away from you.
Transmutation
Beast Form
10 Days
1 hour
You create a beast of your choice that's 5 feet tall, weighs up to 100 pounds, and has 4 AC, and is AC 20. The beast has resistance to all damage. It can’t be charmed, frightened, or otherwise affected by any of the following spells: Bite, Cone of Cold, Dedication, Erotic Draining, Earth Shattering, Earthquake.
Conjuration
Beast Form
60
Concentration, up to 1 hour
You create a beast form that resembles a beast, either as a mount or as a member of the chosen race. The beast is Medium or smaller. It has a Strength of 4, and it gains the following benefits: - You can’t use your action to make a melee attack. - You create a straight line 60 feet long, 10 feet high, and 20 feet thick extending from you up to a creature of your choice that you can see within 60 feet of you. The creature must make a Strength saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A Tiny or smaller creature that can see the beast’s body can only see half the distance up to 60 feet. A Large or larger creature that can see the beast’s body must make a Dexterity saving throw. A creature takes half as much damage on a failed save and isn’t affected by this effect. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Beast Form
60
Concentration, up to 1 hour
Your transformation is an illusion. You are a slender, lightly buildable humanoid with four legs and only two arms, and your appearance is as it appears on the cover of the cover of the beast. When you cast this spell, you must be of Medium or lower and have a Medium size (your choice) or smaller body type. In addition, when you make a melee attack with your weapon, you make the attack with only one of your two hands, instead of two for your normal attack and two for your bonus action. You can’t switch between hands, so you must make a weapon attack during your attack. When you make a melee attack, your attack deals an extra 1d4 hit point. If you hit another creature with a weapon attack during this spell’s duration, you have the option of dropping the weapon you used for its attack into an open container filled with air, a 50-foot square container that lasts until the end of its turn (at the start of your next turn) or dropping it into a pool of acid that has the same effect as the pool you used for its attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the number of hit points you need to maintain your warding magic and the acidity of the acid container shift to a higher level. For example, you might use your spellcasting ability to maintain one level of acid bash and four acid feet of acid door open at 4th level by dropping acid containers in the acid container.
Divination
Beast Form
Self (10-foot radius, 1 minute)
Self
Concentration, up to 1 minute
You create a humanoid form that you can see within range. The creature must be within 5 feet of you when it forms. The form is of the form of a beast, with its head and limbs covered in fur and claws. The beast’s body is composed of a thin, fat, skeletal body and a large, pointed, pointed, pointed head. The beast’s armor and some of its body are covered in armor plates. The creature’s equipment is limited to simple weapons and shields, but it can’t become mounted. The creature can’t take any actions other than attack. The creature can’t cast spells or have any other magical effects. The creature must be within 5 feet of you when it forms, and it can’t be charmed. The creature’s equipment is limited to simple weapons and shields, but it can’’t become mounted. The creature’s equipment is limited to simple weapons and shields, but it can’�’t become mounted. You can make the creature’s equipment and equipment’s equipment, as well as any armor, weapons, or shields it has, part of it. Any armor, weapons, or shields worn or carried by the creature must be of some sort. The creature must be within 5 feet of you when it forms, but it can’t be charmed. The creature can’t be frightened, but it can’t be affected by any of the following spells.
Necromancy
Beast form
Self
Beast (10,000 gp)
Concent
Beast Lord
30
Concentration, up to 1 hour
You choose a beast of your choice that you can see within range. The beast must be within 10 feet of you. You can’t target a larger beast. Each beast within 10 feet of you has disadvantage on attack rolls and ability checks. The beast’s hit point maximum is 25. At Higher Levels. When you cast this spell using an unoccupied or unoccupied space you can designate a different beast for each slot level above 1st.
Abjuration
Beast Lore
30
Enchantment
Beast Bond
10 Days
You choose one beast you can see within range and which is an equal share of the number of hit points of your companion (determined by the DM when you cast this spell). Your companion’s hit point maximum is reduced to 0. For the duration, affected creatures have disadvantage on attack rolls against them until the spell ends, unless they can avoid it. When the spell ends, the creature awakens, and it has advantage on all Strength, Dexterity, and Constitution saving throws. While affected by the spell, its hit point maximum and current hit points are both adjusted to match the creature’s hit points. The spell ends if you attack a creature that has a hit point maximum or reduced to 0 hit points.
Divination
Beast Lore
Touch
1 Hour
You touch one beast, and it obeys all the rules set forth in its deity’s sacred book. Whether that creature is friendly to you or hostile to outsiders, your spell gives it insight into your god’s true nature and the true relationship it has with nature. While attuned to your god’s holy book, you can read and write within the bounds of beast’s natural language, whether that language is literal or figurative of your deity’s language. The spell even ignores written language that doesn’t directly or indirectly speak your god’s language, such as those created by divination spells or spoken by nonbelievers.
Divination
Beastly Apparition
30
Instantaneous
You summon a beastly apparition that has the power to move at a speed of 60 feet per round for the duration. The beast weighs 1,000 pounds and can be up to 10 feet long and 5 feet tall. The beast isn’t frightened or attacked by any of its kind. The spell ends on a summoned beast if the beast appears in a location you choose within 30 feet of a point of your choice within 6 hours.
Evocation
Beastly Apparition
60
Instantaneous
A spectral demon appears in a place you choose within range. Choose an unoccupied space you can see within range. The demon must be within 5 feet of you when it appears. The demon can also appear on any surface that is free from all creatures other than the spell’s surface. When the demon appears, it appears to be in a different location from you. For example, the demon appears to be in a room you can see within range, but it is not visible in the room. The demon is visible only to you and you must make a Wisdom saving throw. On a success, the demon appears in the room it appears in. Any creature other than you that is within 5 feet of the demon must make a Wisdom saving throw if it can’t see the demon. On a failure, the demon is dead.
Conjuration
Beastly Appendage
60
Concentration, up to 1 hour
This spell brings forth beasts of your choice from your home. Creatures that you can see within range are immune to being charmed, frightened, and possessed. Creatures that aren’t charmed and aren’t possessing a willing creature have disadvantage on attack rolls against you until the spell ends. When you cast this spell, you choose a beast from the following set of statistics: Strength, Dexterity, Constitution, and Wisdom. If the target’s Strength or Dexterity score isn’t 0 or lower, it must succeed on a Wisdom saving throw or take 3d6 fire damage. If the target’s Wisdom score is higher than or equal to 1, it takes 1d6 fire damage. If the target’s Constitution score is lower than or equal to 2, it takes 2d6 fire damage. The spell’s damage increases by 1d6 when the target reaches its maximum hit points.
Necromancy
Beastly Armor
60
1 minute
You cause up to ten pieces of beastly armor, worn by one creature of your choice that you can see within range, to radiate an invisible radiance. The armor lasts for the spell’s duration, and each piece of the armor is cast on a creature that has a height equal to its height. The creature must succeed on a Dexterity saving throw or take 1d6 necrotic damage. If the spell ends, the armor becomes inoperable until the end of your next turn.
Enchantment
Beastly Bond
120
Instantaneous
You create a bond of friendship and loyalty among one creature of your choice that you can see within range. The creature must be of a humanoid type. The bond lasts for the duration. The creature can be friendly to you or hostile to you. The creature must be of the same level and type as you (your choice) and has the same hit point maximum. If you create a bond with an undead, you can use your action to cause it to become friendly toward you. The creature can also become hostile toward you in any of its turns, even if you don't want it. The bond lasts only as long as you are in the creature's place of residence. If you cast this spell multiple times, you can have the same effect on all of them. The first time, you can decide whether to make the bond permanent or permanent. If the spell ends before the creature can form a new one, it ends when you cast it again. You can also end the spell before the creature can form a new one. The creature must be within 10 feet of you when you cast the spell.
Divination
Beastly Bond
60
Concentration, up to 1 hour
You gain the ability to protect a beast. You can use an action to call forth a beast in the domain of a friendly beast. The beast’s roar and bark reveal it for what it is, and the spell ends when the beast finishes its turn. The beast acts as a messenger, reporting to you whether it is safe and sound. The messenger can be a creature, an elemental, or an undead. The DM has the beast’s statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 day for each slot level above 1st.
Enchantment
Beastly Grace
Self
Concentration, up to 1 minute
You create a brilliant new bond between a creature or a piece of equipment within range. After 1 minute, the creature or the piece of equipment becomes familiar with you and can be affected by this spell. The creature or piece of equipment must be within 30 feet of you when you cast this spell. Each creature that can’t be affected by this spell must also be within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes.
Enchantment
Beastly Growth
10
Concentration, up to 1 hour
You create and grow a beastly shape that you can see within range. The beast’s size is Medium and it has AC 10 and hit points equal to twice the creature’s hit points. The creature’s size is Medium. You can use your action to make a Strength or Dexterity check to determine the beast’s height. The creature must be at least 5 feet tall. You can’t exceed the creature’s height by more than 5 feet, though you can’t exceed the creature’s height by more than 5 feet. The creature must be within 30 feet of you when you create the beast. If the creature is larger than the creature’s height, it is moved to the nearest unoccupied space if it isn’t within 30 feet of you. The creature can go up to 30 feet in any direction when you create the beast.
Conjuration
Beastly Growth
120
Instantaneous
Choose one beast or humanoid you can see within range. The creature must be within 5 feet of you when you cast this spell. The beast or humanoid must be at least 1 mile long. The beast or humanoid is tall, with a normal height of 7 feet. The beast or humanoid can’t be larger than Medium. The creature must be within 30 feet of you when you cast this spell.
Conjuration
Beastlyphy Plane
60
60
Instantaneous
You transform a beast you can see within range into a new form and create a new beast there, taking the new form into the new form and transforming it into another beast. The transformation lasts for the duration until you decide what the transformation means and when you decide what you use to do, you can use your reaction to hear from the new form. The transformation lasts until you decide what you were asked to do, and you can use your reaction to hear from the new form. The transformation lasts for the duration until you decide what you use to use to do, and until you decide what you use to do, you can use your reaction to hear from the new form. The transformation lasts for the duration until you decide what you use to do, and until you decide what you use to do, you can use your action to make a Charisma check against your spell save DC. You can use your reaction to hear from a creature’s mind, see its mind, and hear its thoughts. The transformation lasts for the duration until you decide what you use to do. If you use your reaction to hear from the new form, you can use your reaction to hear the general nature of the beast’s thoughts, and until you decide, you can use your own reaction to hear what you were asked to speak. You can use your own reaction to hear from the new form, and until you decide, you can use your own reaction to hear the new form. The transformation lasts for the duration until you decide, and until you decide what you use to do, you can use your own reaction to hear and hear from the new form. The transformation lasts for the duration until you decide what you use to do, and until you decide what you use to use to do, you can use your own reaction to hear from the new form. If you use your reaction to hear from the new form, you can use your own reaction to hear the general nature of the new form. You can use your own reaction to hear and hear only from the new form. If you use your reaction to hear nothing from you, you can use your own reaction to hear nothing from you until the spell ends. You can use your own reaction to hear and hear only from the new form. If you use your reaction to hear nothing from you, you can use your own reaction to hear the general nature of the new form. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can use your own reaction to hear and hear only from the new form. If the spell is a 2d6, you can use your own reaction to hear nothing, and you can use your own reaction to hear the truth. If the spell is a 3d6, you can use your own reaction to hear only from you until the spell ends. If you use your own reaction to hear nothing, you can use your own reaction to hear only from you until the spell ends. You can use your own reaction to hear only from you until the spell ends. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard from you until the spell ends. If you use your own reaction to hear no, you can use your own reaction to hear only as you heard from you. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard from you. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. You can use your own reaction to hear only as you heard. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your own reaction to speak only one language, and you can use your own reaction as the first. When you use your reaction to hear only as you heard, you can use your own reaction to hear only as you used to hear. If you use your own reaction to hear the truth, you can use your own action to hear only as you spoke. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard. If you use your own reaction to hear only as you used to hear, you can use your own reaction to hear only as you used to speak. If you use your own reaction to hear no, you can use your own reaction to hear only as you used to speak. If you use your own reaction to hear nothing, you can use your own reaction as the first. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you used to hear. If
Beastly Whirlwind
120
Concentration, up to 1 minute
You cause a whirlwind of destruction that travels on a single line of force. The whirlwind is difficult terrain. Any creature in the area that ends its turn in a straight line must succeed on a Dexterity saving throw or take 4d4 bludgeoning damage. The whirlwind lasts for the duration. If the spell ends on a creature or an object in the area, it ends the next time you use your movement to move it.
Transmutation
Beastly Whispers
300
Instantaneous
You whisper a message of divine power to one beast of your choice that can’t be more than a mile long. The beast, if it’s friendly, and the first line of the message is an audible reply. If you cast this spell multiple times, the first time you cast it once, the spell ends. Each time you cast a spell that calls for a message from a beast, you must call for the first line of the message, and each line must be spoken or heard. The spell doesn’t specify what kind of message you wish to receive. You can specify one or more of the following: a written message, a message that can't be read, or a message that can't be read. For example, a message that can't be read could be a truthful one. The spell can also specify a sentence, a line of text, or a sequence of words. If the spell is to be used on a creature, the creature must make a Wisdom saving throw. On a failed save, the creature speaks a short, cryptic phrase. The spell is cast on the creature as a group and lasts until the spell ends or until the spell ends and the spell ends.
Conjuration
Beastly Wounds
Touch
Concentration, up to 1 minute
You touch a beast or a beast beast with a scream, and the beast takes a -1 penalty to the attack roll. On a hit, the beast takes half as much damage. On a hit, the beast takes half as much damage.
Evocation
Beast Master
120
Concentration, up to 1 minute
You become one with a beast. You gain the benefits of the following abilities: • Your Constitution score increases by 1 for each additional level you possess. • You gain proficiency with short or longbow weapons. • You gain the following benefits: • You have resistance to bludgeoning, piercing, or slashing damage. • You have resistance to all damage. • You have resistance to acid damage. • You have resistance to cold damage. • You gain the following benefits: • You have resistance to fire damage. • You have resistance to poison damage. • You have resistance to fire damage. • You have resistance to lightning damage. You gain proficiency with short weapon attacks.
Necromancy
Beast Master
30
1 Hour
You call one beast you can see within range to serve as a companion throughout the casting of the spell. The beast must be within 30 feet of you, up to date on all creature companion spells and prepared for combat, and can speak one willing and able to comprehend your language. When the beast appears in an area of your choice, you can move it up to 60 feet in either direction along a straight path, up to 100 feet in a direction that you chose, up to 100
Beast Master
30
1 minute
You pursue one beast within range that you can see and causes it to make a Wisdom saving throw. If it fails the save, it is drawn to you for the duration. It becomes friendly to you and to creatures it can see within 30 feet of you until the spell ends.
Abjuration
Beast Mastery
10
Concentration, up to 1 minute
You gain the ability to manifest beasts at will, and you choose beasts that are friendly to you. For the duration, you can manifest one beast at a time. You must be within 100 feet of a beast that you designate, or a creature that you can see within range. A beast’s statistics and traits are unchanged. If a creature’s statistics and traits change, it must make a Constitution saving throw. On a failed save, a beast’s statistics and traits change to a current one; as long as the spell’s statistics and traits remain the same, the creature can use its action to make a Constitution saving throw. On a successful save, the spell ends.
Transmutation
Beast Mastery
120
Concentration, up to 1 minute
You create a beast of your choice that you can see within range. The beast is a Medium beast. It has 10 hit points. You can use your reaction to make it attack or defend against one attack roll. If you do so, it takes no damage. The beast must be within 30 feet of you. You can also make the attack roll with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you cause the beast’s hit points to rise by 1d4 for each slot level above 3rd.
Evocation
Beast Mastery
120
Concentration, up to 1 minute
You gain the ability to create a beast of your choice that is both terrifying and friendly to you. The beast must be friendly to you. The beast can’t attack or otherwise harm you or another creature. The beast’s hit point maximum is equal to the beast’s Hit Dice. The beast can’t be affected by spells or other means of affecting it. When the beast appears in a hostile place or a place that is hostile to you, you choose the same place or place as the location of the beast. The beast can’t be hostile to you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th.
Abjuration
Beast Mastery
30
1 Hour
You gain the ability to cause beast’s attention on one creature you can see within range. Make a melee spell attack against that creature. On a hit, the target takes 4d10 psychic damage and must succeed on a Constitution saving throw or be charmed.
Evocation
Beast Mastery
30
Concentration, up to 10 minutes
You create an object of the form of a beast. You can designate the size, type, and type of beast you designate as you cast the spell. The creature must be within 30 feet of you when you cast the spell. The creature must have a head of hair of at least 3 inches (10 inches) and weighs no more than 1,000 pounds. The creature can’t attack, cast spells, or otherwise move. It can’t take actions other than making a melee attack and has disadvantage on attack rolls with other creatures. If the creature’s head is small enough, it can’t move. The creature can’t attack, cast spells, or otherwise move. The creature can’t take actions other than making a Strength check. The creature must be within 10 feet of you when you cast the spell.
Conjuration
Beast Mastery
30
Concentration, up to 1 minute
You gain the ability to create a beast of your choice within range, gaining the ability to follow it as you move. For the duration, you can target one beast you can see within range with an attack. The target must be within 30 feet of you. The target’s speed is not reduced by half, and it can’t be attacked until the spell ends. When the target drops to 0 hit points, the target takes 4d6 poison damage, or 4d6 necrotic damage. On a hit, it must succeed on a Strength saving throw or take 1d6 poison damage. The target is restrained, and it must make a Constitution saving throw at the end of each of its turns to regain control of itself. It can’t regain hit points or use reaction until the spell ends. The restrained target can’t be attacked or paralyzed, and the target is protected from nonmagical damage. If the target is an object, the creature is restrained and can’t attack it with attacks until the spell ends.
Evocation
Beast Mastery
60
Concentration, up to 1 minute
Choose one beast you can see within range. You choose one of the following effects when you cast this spell. You verbally command the beast—it must be within 30 feet of you, or it can’t attack you. The creature obeys your verbal commands, but it makes illogical attempts to run in a straight line and fall, even though it is immune to their attacks. If the creature can make this attack while on the move, it takes 14d6 damage of the first type, and it makes illogical attempts to follow your commands while moving 20 feet away from you. If the creature starts its turn in the line of fire, it can repeat the same attack twice, ending the effect on itself. You can also command the creature to move at least 10 feet away from you in a straight line, stopping at none of its movement steps. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the most common effect produced by this spell is audible within 20 feet of you, or the sound of the beast’s screeching can be heard 100 feet away.
Transmutation
Beast Mastery
60
Concentration, up to 1 minute
You create a beast from the remains of a creature you can see within range. You can make the beast a Huge or smaller creature. The beast can be a Huge or smaller humanoid, a Medium or smaller humanoid, or a Huge or smaller beast. The beast can’t attack, nor can it use any weapon other than a weapon of any kind. The beast sheds magical energy equal to 10 + your spellcasting ability modifier. You can’t overwhelm or overwhelm a creature you’ can see within range.
Evocation
Beast Mastery
60
Concentration, up to 1 minute
You learn how to become one with the beast. You learn the nature of the beast, as well as how to gain control of it. You can also choose to learn the beast as part of its training or as part of a spell. Once you choose this option, you can end your turn by calling the beast's name. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create one additional beast for each slot level above 6th.
Evocation
Beast Mastery
90
Concentration, up to 1 minute
You gain the ability to transform a creature of your choice that you can see into an animal. For the duration, the beast has advantage on attack rolls against creatures that you can see within range, as long as the creature isn’t larger than you. This transformation ends when the beast’s Strength and Dexterity scores at 1 or 2 exceed its ability scores. For the duration, the beast’s AC and hit points can’t exceed your normal hit points. The beast’s saving throw against this transformation ends if you are incapacitated, blinded, or incapacitated by another effect. You must use an action to attempt to regain hit points.
Conjuration
Beast Mastery
Self
Concentration, up to 1 hour
You gain proficiency in one of the following skills of your choice that you can see and that have no associated bonus or penalty. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you learn the statistics of all creatures you can see within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, your statistics become all the more detailed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you learn the statistics of all creatures that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you learn the statistics of all creatures that you can see within range. At Higher Levels. When you level 6 or 7, you learn the statistics of all creatures that you can see within range.
Evocation
Beast Mastery
Self
Concentration, up to 1 hour
Your martial calling requires an example of skill in one of the following areas of your choice: dance, martial arts, charmed, or poison. You learn the general movements and characteristics of up to four creatures of your choice within 30 feet of you that you can see within range, provided that they aren’t within 500 feet of you. You can target one of the target’s four horns with a straight swing, making the attack roll with advantage. On a hit, the target takes 3d10 piercing damage. The horns wilt, their horn broken, and they become unstable. If any creature stands in their way of their horn being pulled, it leaves behind a trail of crackling, blackness that lasts until the horn is gone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Beast Mastery
Touch
Concentration, up to 1 hour
You touch a creature of your choice within range and let it understand your words and actions. This spell increases your spellcasting ability by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can target one additional creature for each slot level above 1st.
Divination
Beast Metamagic Scroll
60
1 year
You create a magical scroll that reveals the power of a beast. You can use this scroll to grant a beast a number of bonus hit points equal to your Intelligence modifier. If you cast this spell multiple times, you can have up to six of its bonus spells active at a time, which can’t be interrupted by other spells. The bonus spells can’t be more than once. If you cast more than one of these spells once, you can have up to two of them active at a time. You can also have up to seven of them active at a time. You can also have several of the bonus spells active at a time, at a time. You can also change one of the bonus spells’s effect, such as when you cast the spell or when you start your next turn.
Divination
Beast Modification
Self
Instantaneous
You create a beast that you can see within range. The beast is a Large or smaller beast of challenge rating 1st to 5th level. The beast has the statistics of the beast. It has no size, type
Beast of Hunger
60
Instantaneous
You gain the ability to gain an additional 10 pounds of magical energy that you can use every day. You can use one additional day for every 10 days that you are within reach. You also gain the ability to use two additional days for every 10 days that you are within reach.
Conjuration
Beastrage
Unlimited Endurance
10 minutes
You create an instantaneous burst of beast rage. Choose one beast within range and make a melee attack with it. Choose one creature within 60 feet of you that you can see within range. A roaring creature takes 3d8 thunder damage on a hit and is pushed 10 feet away from you. The creature must make a Strength saving throw. On a failed save, a roaring creature is restrained and must move 10 feet away from you from the start of your next turn until its restrained state ends. After the creature moves 10 feet away from you, it makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Beast Remains
60
Concentration, up to 1 minute
You create a beast of your choice that you can see within range. The beast must be within 5 feet of you on the ground or within 60 feet of you. The beast must have its size or be within 5 feet of you. The beast can’t be affected by any other spell or ability that targets it, such as the normal challenge rating of the beast. The beast can’t be affected by any other kind of spell, spell, or ability that targets it. The beast can’t be charmed, frightened, or otherwise affected by one of the following effects from time to time: A creature can’t be affected by an effect that would cause the creature to automatically succeed on a Wisdom saving throw or take 1d8 radiant damage, or by a spell that would cause the creature to fail a saving throw. A creature can’t be affected by any of the following effects from time to time: A creature that can’t be charmed, frightened, or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 radiant damage. A creature that can’t take damage from an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 poison damage. A creature that can’t be frightened or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 necrotic damage. A creature that can’t be affected by any of the following effects from time to time: A creature that is frightened or otherwise affected by an effect that would cause its concentration to become frightened or otherwise affected by a concentration effect is affected by its concentration. A creature that is stunned or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 psychic damage.
Conjuration
Beast's Blood
60
Concentration, up to 1 minute
You create a bloodthirsty beast of your choice that has a weapon attack bonus equal to 5 + your Constitution modifier. The beast appears in a location that you can see within range, and the creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 necrotic damage and is stunned for 1 minute. A creature that succeeds on this saving throw is no longer blinded or charmed by this beast. The creature can use an action to make a Strength check against your spell save DC against this effect to make the creature regrow the weapon within 24 hours of the spell's effect. A creature that succeeds on this check is no longer blinded or charmed by this beast. The creature regains hit points equal to 1d8 + your proficiency bonus. A creature regains hit points equal to half the amount of hit points lost by this spell.
Conjuration
Beast's Grace
60
Concentration, up to 1 minute
You have the power to make one of the following abilities more powerful than you could cast the normal spell. The creature gains the benefit of this power if it has the chosen ability in its current form.
Conjuration
Beast's Grace
60
Instantaneous
You touch one creature of your choice that you can see within range. The target takes 4d6 bludgeoning damage and is restrained until the spell ends.
Transmutation
Beast Shapechange
60
Concentration, up to 1 hour
You gain the ability to transform one beast you can see within range. You can transform one beast you can see within range, providing it has the mending ability. You can transform the beast into any size you choose. The transformation lasts for the duration. If you transform a Large beast or a Small beast, you can transform up to ten additional beasts. The transformation can’t reduce the beast’s size, but it increases the beast’s intelligence, and the beast can’t be larger than Huge. The beast's size also determines its ability to move. The beast’s Intelligence is its spellcasting ability for the spell’s message. The beast’s Intelligence is how many Wisdom points the creature has, and the creature’s Intelligence equals 10 + the creature’s Intelligence modifier. If the creature doesn’t have enough Intelligence to cast the spell, it can’t cast it, as you try to convince others that you do. Alternatively, the creature can make an Intelligence saving throw. On a successful save, the spell ends. If the creature doesn’t have enough Intelligence to cast the spell, it can’t cast it, as you try to persuade others that you do. If the
Beast Shapechange
Facial Description You transform a beast you choose within range, with which it is proficient, into a form known as a beast. This transformation lasts for the duration, and the beast is as monstrous as a bat with three hit points, but it doesn’t turn undead. If the creature is too large for the creature’s body, it is restrained within a 10-foot cube in an unoccupied space that the creature can’t move. A beast that changes form and then dieroys from the stress of this transformation is immune to its vulnerability conditions, which are raised to the same condition along the‘s plane of existence. At Higher Levels. When you cast this spell using a spell slot of a higher level than the slot you use for the beast transformation, you can transform a beast that you have designated as a beast at the start of each of its turns into one that fits the pattern described below. The transformation lasts for the duration, and the creature can use its action to move into the beasts natural form and speak the language of the DM’s choice. The creature can be a construct or a wizard if you choose. When you cast the spell and as a bonus action on your turn, you can switch beasts with a construct or wizard that you have designated as a beast at the start of each of its turns. A construct or wizard can’t become a beast until the spell ends. A wizard can, however, transform a beast that he or she makes physically or mentally possible by the use of a spell, such as by raising the creature to the celestial form, gaining the celestial traits or the celestial armor, or attempting to transform a Huge or larger construct by reducing its mass. To do so, you need not cast this spell again and must, at the DM’s option, restart your own transformation. Once a transformation
Beast Shapechange
Touch
Concentration, up to 1 hour
You gain the ability to shape your own behavior. Choose one beast you can see within range, such as a bard, for the duration of the spell. You can shape a beast’s appearance: if you have it as an adult, you can make the creature have a short sword held beneath his or her right shoulder as a weapon, or you can shape a beast to appear to be a simple beast of opportunity. If you do so, you transform the beast into a beast of opportunity, gaining it as a bonus action on each of your turns. On each of your turns, you can use an action to reshape the beast for the duration. The beast can be restored to life with just a short rest, or you can revert it to a form you choose and sustain the use of the trinket change, at any time until you use your action to undo the effect. The transformation lasts for the duration, unless you end it later for obvious reasons. When you create the beast, you can’t choose whether to reshape the beast for the duration or to make the beast’s natural form. If you choose to make the beast appear as a human, the transformation occurs instantly. If you have the creature as a celestial, you create the beast’s natural form, and the transformation lasts for the duration. The creature becomes a celestial even though it is not a celestial. It is fully aware of its natural state and can act in accordance with its nature as a celestial until the end of its next turn.
Transmutation
Beast Shape
Touch
Concentration, up to 1 hour
You touch a beast that uses its size as a weapon, such as a spear or a spear-wielding beast, and it gains the following benefits: - The beast can’t be charmed, frightened, or possessed by a target other than the target it touched. - The target can’t become charmed, frightened, or possessed by the target it touched. - If the target is larger than its Hit Dice, it is charmed, frightened, or possessed by the target it touched. - If the target is smaller than its Hit Dice, it is frightened, or possessed by the target it touched. - If the target is larger than its Hit Dice, it is frightened, or possessed by the target it touched.
Conjuration
Beast Smite
Self
Instantaneous
You attempt to crush a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 slashing damage and is knocked prone. If the target is wearing armor, the creature’s hit point maximum is reduced to 0. The creature must make a Dexterity saving throw at the end of each of its turns to regain hit points. On a successful save, the spell ends for the target. If the creature is unconscious, the spell ends for the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Beast Swarm
120
Concentration, up to 10 minutes
You create a swarm of creatures that you can see within range. The swarm can be destroyed or captured. The swarm lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st.
Illusion
Beast Swarm
150
Concentration, up to 1 minute
A swarm of beastly creatures appears in a unoccupied space that you can see within range. The swarm appears as a harmless sensory hazard to creatures within 30 feet of it that you can see. Creatures in the swarm are difficult terrain. They don’t have any speed or attack rolls; they have AC 15, hit points at 3, and have disadvantage on attack rolls against creatures other than them. The swarm is harmless and harmless wave-like creatures. Each creature in the swarm can hear and sense the sound of its noise, but it is deaf and hard of hearing. A creature that can hear the sound of a beastly beastly beast can’t be targeted by this spell.
Evocation
Beast Swarm
30
Concentration, up to 10 minutes
A swarm of rats appears
Beast Swarm
30
Instantaneous
You create a swarm of earthen structures that can be up to six feet in length and up to 30 feet wide. Each creature in a 60-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature’s speed drops to 0. The spell’s effect ends on a success. The swarm then moves to a spot where it is safe to do so. Each creature in a 60-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature has disadvantage on attack rolls against creatures within its area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Beast Swarm
60
Concentration, up to 1 hour
You create a swarm of beastly creatures within range. The spell creates a burst of roaring sound that lasts for
Beast Swarm
60
Concentration, up to 1 minute
Choose a creature that you can see within range. You create a swarm of 10 foot tall humanoidoids that are either either Large or Medium creatures. Choose one of the following effects. • Each creature and object you designate within range must make a Constitution saving throw. • Each creature and object that is Large or Medium must make a Constitution saving throw. • Each creature and object that is Huge must make a Constitution saving throw. • Each creature and object that is Huge must make a Constitution saving throw when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Beast Swarm
Self
1 Hour
You create a swarm of ghouls that sprout from a
Beast Swarm
Self
Concentration, up to 10 minutes
You create a swarm of flying creatures within range. Choose one of the following: • Creatures that aren’t being used as humanoids. • Small or smaller creatures. • Large or smaller creatures. • Nonmagical creatures of a type you don’t own’t fit into the swarm. • Nonmagical creatures with Intelligence scores of 2 or lower. • Nonmagical creatures that use a different kind of energy. • Nonmagical creatures that are neither created nor lost by the spell. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration is 9 hours. If you cast this spell using a spell slot of 7th level or higher, the duration is 10 hours. If you cast this spell using a spell slot of 8th level or higher, the duration is 1 hour. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, the duration is 1 hour.
Evocation
Beast Swarm
Self
Instantaneous
You create a swarm of 10-foot-tall, 10-foot-diameter, 20-foot-tall, 30-foot-long creatures. They must be within range. Each swarm creature must be within 5 feet of you. While the swarm is in place, you can take actions to cause it to move away from you as a bonus action. The swarm appears in a place that you can see within range. When it travels to a spot where it can’t, it appears in the space of a 30-foot cube or larger and starts moving. The swarm lasts for 1 hour, until you reduce the swarm to 0 creatures by 1 foot. If the swarm is destroyed, it is still there and isn’t destroyed by another spell or effect that has no effect on it.
Transmutation
Beast transformation
30
Instantaneous
A Beast appears within range. You choose one of the following forms: a humanoid, or a 5–foot-tall humanoid. Choose one of the possible forms that you use for the class feature. The Beast’s form is identical to the one you chose for the class feature.
Beast Transformation
Self
Concentration, up to 1 minute
You gain the ability to transform into a beast of your choice that is different from the one you chose. A beast transforms into a human form, and your movement as a beast grants you the ability to interact with it, as it moves across the battlefield. Your movement is limited, and you have disadvantage on attack rolls with attacks that deal damage. A beast’s senses are limited, and it is difficult to discern its movements. When a beast’s senses are reduced to a minimum, it becomes hostile to you and the creature it appears to be fighting. The beast’s senses are also limited. While it is in the beast’s form, you can use your action to make a melee attack. On a hit, the target takes 4d6 bludgeoning damage and is knocked prone. If there is a creature within the beast’s space that is incapacitated, the beast takes half as much damage as if it were in the beast’s form. A creature’s saving throw fails. A beast’s senses are weak, and it is difficult to discern its movements. When a creature’s senses are reduced to 0 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 0 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 1 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 1 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 2 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 2 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 3 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 3 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 4 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 4 or less, and it is difficult to discern its moves. When a creature’s senses are reduced to 5 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 5
Beast Tremor
Self (10-foot radius)
Instantaneous
You cause a beast to tremble up to 10 feet away from you. The tremOR inflicts nonmagical damage only to the target, even if the beast is charmed. The spell has no effect on undead or constructs.
Evocation
Beast Wall
5
30 Days
You create a wall of crackling magical energy in a 5-foot cube on ground that you can see within range. The wall is opaque and 25 feet thick and lasts for the duration. When the wall appears, each creature in its area must make a Dexterity saving throw. A creature takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. The magic nast fills the wall with a misty glaze that lasts for the duration. To an undead or an untrained creature, the mist fills the entire wall, and the mist obscures the way for the creature or the other creature to move through the wall.
Evocation
Beast ward
120
1 Hour
As you cast this spell, you can ward a fey creature you touch and animate or raise up to five fey creatures of your choice within 60 feet of you. Creatures of the chosen fey types aren’t affected by this spell. When you use a fey spell, you can ward a number of creatures (up to you at the same time) of your choice that have immunity to one or two of the following effects (ranging from one to three effects per slot of the bonded fey spell, up to six effects per line of bloodline, or four effects per trinket slot of two slots). Chaining. Whenever a creature that you cast this spell attempts to cast a chaining spell on a fey creature other than you, the fey creature attacks the fey spell with advantage. At the start of each of its turns until the spell ends, the fey creature attacks with a chaining effect that could deal it extra damage. While the fey creature has chaining, it uses your action to make two attacks: one with the chaining effect and one with the summoning bell effect. If the summoning bell effect would resolve before the fey creature reaches the altar, the fey creature would be summoned there and have its spellcasting ability w ho reduced to minimum. If the summoning bell effect would resolve early in the fey creature’s journey, the fey creature would arrive at its destination before the summoning bell effect reaches its full potential. Chaining Poison. When you cast this spell, or as an action when you cast this spell with an 8th level spell slot, you can attempt a ranged spell attack against a fey creature of the same type as you and targeting the same creature. If the creature you target attacks you with an attack, it can roll a d20 roll, which determines whether the fey creature hits the attack or not, and takes 1d6 poison damage. A fey creature also suffers one damage die at the end of its turn. Whether you hit or miss, the creature regains 2d6 hit points and half the number of hit points it had at the start of its turn. Enervation. When you cast this spell or as an action on a later turn you can make a melee attack with a fey creature or a cursed fey creature, or both, against a fey creature or a cursed fey creature (your choice when you make the attack or the spell creates one), or one fey creature that isn’t friendly to you. Both attacks deal an extra 1d6 force damage. Strength. When you cast this spell or as an action on a later turn you can make a Strength check against your spell save DC. A successful check negates the enchantment, and a fey creature is immune to this spell. Wisdom. When you cast this spell or as an action on a later turn you can make a Wisdom check against your spell save DC. A successful check negates both effects. The fey creature takes 2d10 force damage at the start of each of its turns, and it takes 2d10 force damage at the end of its turns.
Conjuration
Beast Warding
30
Instantaneous
A strong magical force springs out from the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere can be used to warding off hostile creatures and creatures that aren’t friendly to you or that aren’t fighting back against you. The sphere can be used to warding off hostile creatures and creatures that aren’t hostile to you or that aren’t fighting back against you. The spell’s damage increases by 1d6 when you reach 10th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Belt of Defiance
Self
Concentration, up to 1 minute
Belt of Life
150
24 Hours
You enrich the fabric of nature through which magic burns for the duration. Choose one creature you can see within range and imbue it with life-giving powers. The creature becomes charmed by you for the duration. The charmed creature is immune to all damage and can’t use reactions, such as making a melee attack with a weapon or casting a spell with a tomahawk, that would normally target it. The charmed creature is also immune to any effect that would end its turn in combat against the charmed creature, such as an opponent’s attack roll or a foe’s Wisdom saving throw. The charmed creature can use its action to make a Wisdom saving throw at the end of each of its turns, ending combat on a success. If you have the creature and have its saving throw before the spell ends, you can use the benefit to do so instead.
Transmutation
Belt of Life
60
Concentration, up to 1 minute
A creature of Medium size or smaller within range regains 4d4 + 1 hit points. For the duration, each target takes 1d6 necrotic damage, and it becomes incapacitated for the duration. At the start of each of the following turns, the target can use an action to make a Strength or Dexterity check (DC 20) against the spell’s success DC. On success, the spell ends. If it does so, the spell ends early, and all creatures that were also under the spell were instead turned to ash. At the end of each of the 30-foot-long staves created by this spell, a nonmagical weapon falls to the floor and deals 1d6 necrotic damage to the target.
Necromancy
Belt of Life
Self (5-foot diameter cylinder)
8 Hours
Life-preserving energy radiates from you in a 1/2 foot-radius sphere centered on a point within range. Until the spell ends, a creature within the sphere can use its action to imbue the material with life-preserving properties, which can restore up to 10 percent of an affected creature’s total health.
Transmutation
Belt of Life
Touch
1 Hour
Grasping life from the ground within you, you shape-shifts matter into simple components: vines and roots, poisonous plants and stone, plant life and undead, and so on. Choose a creature that you can see within range and that can fit in a 5-foot cube on the ground (your choice). You can target one of the elements for the spell or create a ward around a creature within range, using an element’s natural weapon. The material component of the spell lasts for the duration, if it isn't already. A material component can’t be bonded, but it can create a protective adornment over a creature’s head and create a protective charm against one creature with a natural weapon that uses an element’s component.
Transmutation
Belt of Life
Touch
24 Hours
You touch a creature and imbue it with life. For the duration, that creature is protected from decay and makes a Constitution saving throw. When you cast the spell, choose a point in range. You can also choose a point 30 feet square and 30 feet deep. The creature’s current altitude and speed are both measured in mounds, and the current height and direction are determined using ores and ores' current velocities determine terrain. When you make the spell’s first strike, roll a d8 and add your spellcasting ability modifier to the attack roll. On a hit, the target takes a cumulative 5d8 poison damage. When a cumulative damage roll of 2 or higher occurs, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Necromancy
Belt of life
Touch
8 hours
You touch one willing creature and grant it an instantaneous and nonmagical right wing thrust. For the duration, that creature has berserk immunity to all damage and can’t be damaged or even summoned. It also has disadvantage on attack rolls against creatures you can see within 30 feet of you. If you cast the spell on a creature whose first attack roll against you hits it, the spell ends, and the creature returns to its feet, unless you can somehow end its turn attacking another creature.
Transmutation
Belt of Life
Touch
Instantaneous
For the duration, any creature you touch and surrounding plants, creatures, and things are imbued with life-giving powers. They take 5d4 radiant damage for the first time on a target before the spell ends (the plant’s maximum number of uses of this spell is two). If a creature would already have life on it, the plants turn it back to life but deal no damage (the plant’s maximum number of uses of the spell is two). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Belt of Life
Touch
Instantaneous
If you touch a creature who is neither undead nor still alive, a surge of life energy from your hand awakens it to provide nourishment. This spell doesn’t target plants or animals, such as trees or shrubs, that aren’t growing or being damaged. You choose a creature type (such as a horse or camel or a mastiff) and a point of
Belt of Protection
Touch
1 Hour
You touch one creature, one piece of clothing or a piece of ammunition. The target takes 10 piercing damage. The target makes a Wisdom saving throw. On a failed save, the creature takes half as much damage as it would on a successful one. On a successful save, the creature takes half as much damage but is only restrained by the spell.
Conjuration
Bend and fall
Touch
10
Instantaneous
A shortbow of fire erupts from a point you can see within range. The point is a point you can see within range, and it can be up to 30 feet long, 5 feet high, and 5 feet thick. The point can be up to 100 feet tall and has a range of 60 feet. The fire lasts for the spell’s duration. It can’t be dispersed by spells or otherwise targeted by spells. The fire spreads to all creatures within 100 feet of its mouth. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage and is immune to this effect. The fire persists for the duration.
Evocation
Bendigo
150
Unlimited
Until dispelled on your turn, the illusion spreads through the air and lands on objects moving or appearing within reach of creatures, objects, and creatures of your choice that you can see within 30 feet of you. Anything that moves within 30 feet of you, or that can move within 15 feet of you, must make a successful Constitution saving throw. On a failed save, the target takes 1d4 slashing damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Transmutation
Bendigo
30
1 Hour
You fill the air with a poisonous, translucent, orangish aura around one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the aura for 1 minute, or until the aura seeps out and ends its effects. For the duration, affected targets have disadvantage on attack rolls against you. While affected by the aura, an affected target must use its action to make a melee spell attack against the target, which makes the attack roll with advantage. On a hit, the target takes poison, repel, overwhelm, or out of reach, gaining 10d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each affected target takes 1d8 poison damage when it takes the Poisonous Proficiency bonus, and it takes 6d8 poison damage when it takes the Disease Proficiency bonus, for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum size allowed by the spell increases by 4 feet, and the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Bendigo
30
Instantaneous or 1 hour (see below)
You choose a point within range and cause a humanoid in the radius to stumble. The target must make a Dexterity saving throw. It takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A fall or break might cause the target to buckle and fall prone. If you choose this spell to halve the time required for maintaining a sustained running start, you cause a humanoid in the radius to leap out of the spell’s spell slot to make a successful grab.
Transmutation
Bendigo
90
Concentration, up to 1 minute
Up to six willing creatures of your choice that you can see within range are turned to stone for the duration. Creatures that aren’t turned to stone are immune to this spell.
Transmutation
Bending
30
Concentration, up to 1 minute
One willing creature you can see is struck by a nonmagical weapon. The weapon leaves a young creature struck by the weapon permanently restrained in the weapon. The restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the target is unaffected by this spell. Until the spell ends, you can use an action to can the weapon against the target. If the weapon strikes the target again, the damage increases by 1d10 for each slot level above 1st.
Transmutation
Bending
60
ConcentrationAbjuration
Bending
60
Concentration, up to 1 hour
This spell makes two versions of yourself bender in one creature’s space. The first benders to see through your duplicity and woe at the slightest intrusion by a creature other than you. The second transforms the first into a strong attacker that charges at the first turn of your current turn. The attacker’s weapon attacks the duplicate while it remains in its space. If the attacker spends its turn attacking the second turn, he/she deals 1d6 bludgeoning damage to either creature.
Conjuration
Bending
60
Concentration, up to 1 minute
You create a solid barrier of magical force between straight surfaces within range and within 60 feet of
Bending
90
Concentration, up to 1 hour
This spell creates a whirling cube of force between two adjacent cubes of equally spaced metal within range. This whirlpool, or whirlpool-shaped vortex, moves at a speed of 60 feet per round circle with a 10-foot radius. Whenever a creature in the w eldritch plane hits a creature with a weapon attack before this spell ends or a spell of 8th level or lower or a spell of 4th level or lower is cast, the whirling vortex erupts with a raging whack. Each creature other than you within 30 feet of the vortex must make a Strength saving throw. On a failed save, the creature takes 1d10 force damage. On a successful save, the creature takes half as much damage. Additionally, the vortex erupts from creatures that are immune to being frightened. When a creature uses its action to make a Strength or Dexterity check, it instead makes a Dexterity check against your spell save DC. On a success, the creature takes half as much damage.
Transmutation
Bending
Touch
Instantaneous
This spell makes one creature grapple another creature (no action required). The target can use its action to free itself from the grapple or hold onto a object it is grappling over objects that aren't being worn or carried by the target. At the end of each of its turns, it can make a Strength or Dexterity check, which determines the extent of its free fall. If it succeeds, the spell ends for it. The spell ends on an object that the target is grappling over or that is worn or carried by another creature. A creature that uses an action to free its hand or to use one of its fingers to free another object can use its action to free another object or tool made of an object or tool by this spell to free another creature from the restraints. The grapple ends if the target is struck by any weapon or if it successfully escapes from one of the creatures w eres. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the length of the tether increases from 5/16-in to 5/24-in, with a 2nd, 3rd, and 4th level tether growing smaller. Ilsan's Hand enchantment gives you a 10% chance on your attack rolls or attack damage when you use the Hand to crush a creature that you can see within 60 feet of you.
Conjuration
Bend of Wind
Self (60-foot cone)
Instantaneous
A wave of wind flickered down from the top of your head in a 60-foot cone at a creature within range at the start of each of your turns until the spell ends, ending the effect if. A creature must also make a Strength saving throw. On a failed save, it takes 6d8 bludgeoning damage and is pushed 10 feet away from you. A creature with a Strength score of 2 or lower can use its action to move up to 20 feet with each movement—at which point the wind stops working.
Evocation
Bend Over
60
Concentration, up to 1 minute
A warp ran across one
Bend Shapeshifter
120
Concentration, up to 1 hour
You make a humanoid in your space. Until the end of your next turn, the target assumes the form of a beast and does not need to breathe, eat, or drink. The beast’s original form is a shard of rock about the size of a Small mountain dragon. Until the end of your next turn, you control the target. The spell ends on the target if you let go of the target before then, if it reverts to its normal form, and if the target retains its alignment and Intelligence scores (as with line of sight) before the
Beneath the Earth
120
1 Hour
You create a 30-foot cube of unoccupied space within range. The space can't expand beyond 10 feet. The cube can be up to 10 feet in any direction. The cube can be used to create structures, such as a tent or a room. The cube can also be used to create magical objects, such as scrolls or charms. Any creature in the cube can make a Wisdom saving throw. On a failed save, the creature takes half as much damage on a failed save.
Transmutation
Beneath the Earth
Abjuration
Benevolence
60
Concentration, up to 1 hour
For the duration, you can see and understand the words, images, sounds, and images of all creatures within range, and any visible sign of nonliving creatures such as footprints, moccasins, or wurl-clawed serpents. You also understand the words and images you sense when you cast the spell, but you have disadvantage on attack rolls against creatures other than undead and strong humanoid opponents.
Illusion
Benevolence
90
Concentration, up to 1 hour
You reach into the soul of a creature you can see and force its thinking or experience to change. For the duration, the creature has an Intelligence of 2 or 3, and it has advantage on Charisma checks that ask it to make an Intelligence saving throw. If the creature makes an Intelligence saving throw and the spell ends before then, you can use a bonus action on a subsequent turn of yours to affect the creature again. The creature still has advantage on attack rolls against you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Berserk
100
Concentration, up to 1 minute
You have hurled a pebble that is 1/4 inch thick at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 bludgeoning damage, and it must make a Dexterity saving throw. Hit or miss. The spell ends if you dismiss it as an action or as a typical spell of the same level used in the attack.
Evocation
Berserk
10
Instantaneous
You cause an object of your choice that you can see within range to erupt in a powerful psychic force. The object must be of a kind that is difficult terrain (such as stone, rock, snow, or ice) and that doesn’t fall into the spell’s range. The object can only be destroyed by means other than blast or burn. The object must be in a box or cylinder that is not in contact with any air, water, or any other substance that is difficult terrain. The object can’t be more than 10 feet in height and weighs no more than 1,000 pounds. The spell’s radius is 30 feet.
Conjuration
Berserk
120
1 minute
You create the appearance of something that has no physical form and is a different creature from the one you’ve seen. The creature must succeed on a Strength saving throw or become a zombie. The spell’s effect ends if it ends for any other reason. The creature remains as a zombie until the spell ends. The spell can end for any number of rounds equal to the spell’s duration. The creature can’t use its action to make a Strength (Athletics) check. On a success, the creature isn’t a zombie and is immune to being eaten or devoured by undead. The spell ends if the creature becomes charmed.
Conjuration
Berserk
120
Concentration, up to 1 hour
You attempt to cause a creature that you can see within range to become frightened for the duration. The frightened creature must succeed on a Wisdom saving throw or be frightened for the duration. The spell’s effect is permanent and lasts for the duration. A frightened creature can be separated from the spell’s area of effect by a barrier, wall, or other barrier blocking its movement. When a creature attempts to move into the spell’s area of effect, the spell’s area is reduced to 0 feet of water and no longer contains any creatures.
Enchantment
Berserk
120
Concentration, up to 1 hour
You cause an object or a creature within range to attack the target. The target takes 1d6 bludgeoning damage, and the spell ends if you or a creature you can see attacks the target with a weapon attack.
Conjuration
Berserk
120
Concentration, up to 1 minute
A deafened creature you can see within range must make a Wisdom saving throw. On a failed save, it takes half as much damage and must use its reaction to move at your direction instead of at your direction from you. At Higher Levels. When you cast this spell using a spell slot of one of the spells described in the spell list or a spell of 4th level or higher, the damage increases by 10 for each slot level above 3rd.
Abjuration
Berserk
120
Concentration, up to 1 minute
At the end of each of the 8-foot squares on the ground you choose within range, a berserked creature must make a Charisma saving throw. On a failed save, it becomes frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is doubled for each slot level above 3rd.
Enchantment
Berserk
120
Concentration, up to 1 minute
For the duration, a creature that ends its turn within 500 feet of you has a feverish fever that turns its muscles into barbs. The target must make a Constitution saving throw. The target takes 2d8 fever damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Conjuration
Berserk
120
Instantaneous
A spectral storm erupts from the ground in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 necrotic damage. On a successful save, it takes half as much damage. A creature can’t take this damage if it's holding a nonmagical weapon, if it is holding a melee weapon, or if it has no weapon. A creature must be holding a nonmagical weapon to take damage from thunderous winds.
Conjuration
Berserk
120
Instantaneous
You utter one word with a creature of your choice that you can see within range. The creature must be within 5 feet of you and that has the same
Berserk
150
Concentration, up to 1 hour
You unleash the power of your muscles to create a nastier, fiercer state of mind for up to twenty creatures of your choice within range. Each target must succeed on a Wisdom saving throw or be restrained for the spell’s duration. For the duration, a target can take only one nonmagical non-determined damage type, a natural weapon, or a different nonmagical weapon of a different kind (such as a crossbow) that it uses frequently, or a piece of equipment created by a weapon in its bag. The restrained target can use a bonus action to make a melee attack with that weapon. On a hit, the target suffers the restrained state for the duration. The target can’t move, and it has disadvantage on attack rolls against creatures and other creatures with a Strength of at least 30 or less.
Abjuration
Berserk
150
Instantaneous
This spell turns the flesh of a willing creature into a raging beast for the duration. If you harm a creature that has the bane level of a Huge or smaller creature, you can cause the creature’s bane to become a raging beast. The creature becomes magically immune to all damage and can’t be subjected to any other damage or condition until the spell ends, if it has one. The creature is driven to do great damage throughout its entire length, and it is compelled to move at all costs to avoid slipping through the bane. At the DM’s option, the creature is cursed with
Berserk
30
1 minute
You unleash a primal force on a creature that you can see within range. For the duration, the creature is deaf and blinded. The affected creature can use an action to make a Strength or Dexterity check, and the creature takes 10d10 bludgeoning damage. If you hit the target with a melee attack, its hit point maximum can't increase by more than 10 hit points until the spell ends. As a bonus action on your turn, you can switch from deaf and blind to deafened and affected by the blinded creature’s weapon attacks. While blinded by this spell, the creature must make a Wisdom saving throw. On a failed save, the creature takes 10d10 acid damage and 10d10 fire damage. On a successful save, the creature takes half as much damage and isn’t blinded. At the end of every 30 days, the creature is restored to full health and is no longer affected by this spell.
Abjuration
Berserk
60
Concentration, up to 1
Berserk
60
Concentration, up to 1 hour
Until the spell ends, a creature that you can see within range and that fits within a particular class, race, or deity (if any) might attack that creature, provided that its weapon is of the same type as the melee weapon used to target the creature. Otherwise, the creature only has advantage on attack rolls against the creature, and it has disadvantage on attack rolls against creatures of the same class or deity.
Abjuration
Berserk
60
Concentration, up to 1 hour
Until the spell ends, your mind crumbles to bits in an attempt to instill fear in others. Creatures with Strength scores score 3d8 + 1/2rds of the damage a creature takes for its Strength score to fall within 5 feet of it. To a creature with a Strength of 2 or less, the attack deals an extra 1d8 damage.
Evocation
Berserk
60
Concentration, up to 1 hour
You call down the power of a creature the same as your normal spell’s target. The target can use its action to make a Charisma saving throw. On a success, the spell ends. On a miss, the target takes 1
Berserk
60
Concentration, up to 1 minute
Choose one creature that you can see within range. The target takes 3d6 acid, cold, fire, or thunder damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Berserk
60
Concentration, up to 1 minute
For the duration, your body becomes targeted by a deliberate move that you can see you to a creature’s direction. The target can be up to 30 feet away or simply standing still in an unoccupied space that you can’t move between you and the target. The target must make a Wisdom saving throw, taking 5d10 damage on a failed save, or shifting to a different form. The target can’t cast spells or do anything else that requires a saving throw. For the duration, each target has advantage on attack rolls or saving throws, and the spell also ends on any of its turns. The spell ends on an affected target, if it is ever still.
Evocation
Berserk
60
Concentration, up to 1 minute
This spell ends if you are struck by a melee spell of 3rd level or lower or, if you cast it without first preparing a melee weapon of your choice, if you cast it as a 3rd-level spell that requires an 11th-dimensional version of the weapon. You can use a bonus action to dismiss this spell. When you do so, roll a 5 or a 6. On a 7 or 8, the spell ends. For a 9, the spell ends. At 12th level, you can use a bonus action to dismiss this spell. When you cast this spell using a weapon that is neither a weapon nor a spell, you can use your action to have the weapon fly up to 60 feet in a straight line, raising your w ho as your action for the spell. You can reach for your weapon as your action for the full 3d. While your weapon is flying, you have disadvantage on attack rolls against any creature within 5 feet of it that you can see.
Evocation
Berserk
60
Concentration, up to 1 minute
This spell turns undead creatures into beasts for the duration. Choose one beast you can see within range. A beast with a challenge rating of 4 or lower must be separated by 1 foot and then killed. Also, make a melee attack against one creature within reach that has a challenge rating of 3 or lower; the target creature takes 6d8 nec necrotic damage on a failed save, or half as much damage on a successful one. A target also makes a Constitution saving throw, taking 6d12 necrotic damage on a failed save, or half as much damage on a successful one. A target can take short rest or be affected briefly by this spell, while other spells and effects last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Necromancy
Berserk
60
Concentration, up to 1 minute
You attempt to frighten a creature into attacking. Until the spell ends, the target assumes a different form, and the creature takes damage equal to twice the creature’s hit points. The target must succeed on a Wisdom saving throw or be frightened while in the creature’s form. After the spell ends, the frightened creature can use an action to make a Strength check against your spell save DC. If it succeeds, the spell ends.
Enchantment
Berserk
60
Concentration, up to 1 minute
You take 2d6 acid, 1d6 acid, or 2d6 necrotic damage. If you take the damage from a nonmagical weapon, you take the same amount of damage. Both damage rolls increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Berserk
60
Concentration, up to 1 minute
You touch a willing creature that you can see within range and that isn’t incapacitated. The target must succeed
Berserk
60
Concentration, up to 1 minute
You unleash the power of the dead to banish one humanoid within range. For the duration, the humanoid can’t take reactions or move at all. The creature is restrained and must make a Wisdom saving throw. It can be freed by using any action it takes this way again on a successful save.
Abjuration
Berserk
60
Instantaneous
All nonmagical weapons, bolts, and bolts of energy for which there are no materials—including magical weapons that can be created or transmuted—become deafened.
Abjuration
Berserk
60
Instantaneous
You are driven to insanity. You make an insane decision, causing one creature of your choice that you can see within range to become charmed by one willing to invest its life to achieve its own ends, no matter how modest its apparent desires might seem. The charmed target is under the spell for the entire duration, and until the spell ends, it makes a Charisma saving throw against your spell save DC. On a successful save, you can choose the option of pursuing an unstable or unstable relationship with the target. While unstable, the target is prone to violence, particularly with other creatures. While unstable, the target is indifferent about any creature or circumstance affecting its alignment. Once a target becomes hostile to you, you can use your action to deal extra damage to the target, ending the effect on itself.
Conjuration
Berserk
60
Instantaneous
You attempt to attack a creature you can see within range. The target takes 4d8 bludgeoning damage and is knocked prone. A creature must make a Constitution saving throw. On a failed save, the target takes 10d8 bludgeoning damage and is knocked prone. At the end of each of the target's turns, it takes half as much damage and is knocked prone.
Enchantment
Berserk
60
Instantaneous
You berserk to attack. The target must succeed on a Wisdom saving throw or have its statistics changed as follows: • Choose one creature that you can see within range and that can’t be targeted by a spell or by an attack. If the target can’t be targeted by a spell or by an attack, you choose one of the creatures to be affected. The changes make it prone, prone, or restrained. In addition, you can make a melee attack roll against the target. On a successful roll, the spell or attack has no effect. Berserk. The target pounds with tendrils of raging fire and erupts into flames that deal necrotic damage if you are within 5 feet of it. Each creature or object restrained by the flames rises and falls, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of flames created increases by 6 for each slot level above 2nd.
Conjuration
Berserk
60
Instantaneous
You cause a boomerang-shaped creature’s noise or beak to slam shut against a wall or other obstacle in range. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Illusion
Berserk
60
Instantaneous
You make a ranged spell attack against one creature within 60 feet of you. On a hit, the target takes 3d8 bludgeoning damage.
Conjuration
Berserk
60
Instantaneous
Your mind starts shouting curses and piercing the flesh of vulnerable creatures you choose within range. Creatures that aren’t connected to the Ethereal Plane can’t see or hear you, and any creatures or objects that connect to or interact with the Ethereal Plane can’t speak or move. This spell doesn’t target undead or constructs. Constructs and undead creatures can’t be targeted by this spell. If you cast this spell and make a melee spell attack on a creature connected
Berserk
60
Instantaneous
You slam shut the door of a creature or object within range, forcing the creature or object to make a Constitution saving throw. On a failed save, the creature takes 2d6 acid, cold, fire, lightning, or thunder damage, and can’t open a gateway to another plane of existence. On a successful save, the creature takes half as much damage and doesn’t have to live in the dungeon to survive. If a door or window is opened inside the spell’s area, the spell ends for that creature. The spell could also end early for a fiend or an undead, for example. If you throw the spell at a creature, it must make a Constitution saving throw, taking 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Berserk
60
Instantaneous
You unleash a bolt of acid that damages up to five creatures of your choice within range. Make a ranged spell attack against each target. On a hit, the target takes 3d10 acid damage.
Abjuration
Berserk
90
Concentration, up to 1 hour
The ground in a 20-foot radius centered on a point within range circles as you cast this spell strikes with a ferocity well beyond the capabilities of your own body. For the duration, as a bonus action on each of your turns, you can use a bonus action to create a new magical barrier around a point you choose within range. You create it by casting a simple, nonmagical spell, folding it in half and peeling the ends off any leaves that might remain before casting. The barrier is strong enough to break a typical rock or sheet in an area, or a piece of stone or sheeting in a 3—foot radius. It lasts for the duration, guarding against the elements and preventing magic from spreading to nearby areas. When
Berserk
90
Concentration, up to 1 hour
You teleport up to 30 feet away to a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 fire damage, and on a successful save, it takes half as much damage. The spell has no effect on undead or constructs. After 20 days, the spell ends.
Transmutation
Berserk
90
Concentration, up to 1 minute
A tormented creature of Medium size or smaller appears in a location that you choose within range. The tormented creature can be a creature, an undead, or an constructs creation, a creature that can’t be a construct or an object. It must make a Wisdom saving throw, taking 4d6 psychic damage on a failed save, or half as much damage on a successful one. The creature is friendly to you for the entire duration and can’t attack or target anyone else. While the creature is conscious, any damage it deals to a friendly creature is reduced to 0. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If it succeeds on its saving throw, the tormented creature is no longer affected by this spell and can attack or target anyone it attacks with a successful attack with a weapon.
Abjuration
Berserk
90
Concentration, up to 1 minute
Concentration, up to 10 minutes
For the duration, your mind begins to shiver with the sound of your name. When you cast this spell, and as a bonus action on each of your turns until the spell ends, you can make one verbal attack with a weapon against a creature within 30 feet of you, provided that creature is within 30 feet of you or another creature. The attack deals an extra 2d6 lightning damage to the target. If the target is unaware of the attack’s effect, it has advantage on the saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Berserk
90
Concentration, up to 1 minute
You attempt to assail a creature that you can see within range. It must make a Constitution saving throw or be pushed 10 feet away from you and must make a Wisdom saving throw. On a failed save, the creature can’t speak a single line of verbal or written language for the entire duration. While the creature is willing and able to move, it is restrained, unable to move, and restrained only by thick blankets. The restrained creature can use its action to make a Charisma check against your spell save DC, ending the effect on itself on a success. The restrained creature can use its action to push a button on its side of the creature’s body that activates when the button is pressed. If the button is pressed while restrained, the creature becomes restrained, but the creature can’t move while the button is pressed until it awakens. The restrained creature can use its action to push the button again, ending the restrained effect on it. If it does so, it is restrained and can’t push the button more than once. To pull the button off the creature can use either a greater restoration spell (10th level) or a similar spell of 4th level or lower, and the restrained effect ends for that creature. When you cast this spells using a spell slot of 5th level or higher, the duration for each creature effect is 10 days. Moreover, the spell's duration is each day greater than the spell’s duration. To animate and replace one or more creatures affected by a spell of 5th level or lower, choose one of the following creature effects or one or more of the following creatures' effects; • Creatures affected by a spell of 6th level or lower automatically become a flying creature.
Berserker curse
60
Concentration, up to 1 hour
You create a curse that causes you or a creature you can see to assume the form of a hostile creature. Choose a creature you can see within range. The target must succeed on a Strength saving throw or take 1d8 necrotic damage. The spell ends if you or the target are incapacitated. If the target is under the effects of this spell, it can use an action to give up its mind, and the spell ends. The spell has no effect on undead, other nonmagical creatures, or constructs.
Necromancy
Berserker's Grace
60
Concentration, up to 10 minutes
You attempt to rid yourself of an affliction. You are immune to all damage and have advantage on attack rolls, skill checks, and saving throws. You can use an action to dismiss this effect, and you regain all expended uses of this spell.
Necromancy
Berserker's Grace
Touch
Concentration, up to 10 minutes
You cause your body to become the center of a raging battle. You can choose to receive a
Berserker's Mark
150
Instantaneous
You imbue a weapon you touch with a symbol of war, and each time the weapon strikes a creature that you can see within range, you make a Wisdom saving throw. On a success, you take the same amount of damage on the attack roll and on the attack roll against a target that has been targeted by the symbol. If the symbol is on the target, the target takes no damage, even if it is blinded, deafened, or otherwise affected by the spell. If the symbol is on a creature that you can see within range, the creature can use an action to cause the symbol to appear. A target must succeed on this saving throw before it can use its reaction to use another action. If the creature uses its action to dismiss the spell, the spell ends.
Conjuration
Berserker's Mark
30
1 Hour
You call out to a beast within range for loyalty and honor. It obeys the verbal orders of its master (typically a great warrior) and deals 1d6 damage to the target whenever it takes the Attack or Hit. The target obeys the rules of politeness, honesty, and honor, but not of war. It also obeys the speech and acts of its master (typically a magus or a divine), but not the actions or words of its master (typically a wizard or a warhorse). If you cast this spell twice, you can affect both effects at the same time, ending the effect on itself on a success. The spell ends if the spell is used against a creature other than you.
Divination
Berserker's Mark
60
Concentration, up to 1 minute
This spell has no effect on undead. It only affects undead created by spells of 4th level or higher. When you cast this spell, you also spell-for-spell with the same name. At the end of each of your turns, you can choose to choose one of the
Berserker's Mark
60
Concentration, up to 1 minute
You gain proficiency in one of the following new skills of your choice:
Berserker's Mark
60
Instantaneous
You touch a willing creature and form a mark on it. The creature takes 3d6 damage of the chosen type, and it must succeed on a Strength saving throw or become frightened for the duration. If the target’s head is severed, it must make a Strength saving throw. On a success, the mark disappears, but its damage remains. If the target’s head is severed, it must make a Strength saving throw. On a failure, the mark disappears, but its damage remains. If the target’s head is severed, it must make a Strength saving throw. On a successful save, the mark remains. If the target’s head is severed, the mark reappears in the target’s space and moves with it, effectively summoning the creature. If the target’s head is severed, the mark doesn’t disappear; it remains there until the creature moves away, at which time it disappears. The creature can use this feature a number of times equal to your Charisma modifier (minimum 1). The number healed when you use this feature must be equal to the number of hit points you have. If the creature is incapacitated, the mark disappears, and the creature is unaffected by this spell. While the mark remains, the creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature can use this feature a second time, ending the effect on itself on a success. If the creature makes this saving throw again before the spell ends, the mark disappears. If the creature takes damage from this spell, the mark is no longer there and the spell ends. If the mark is no longer there, the creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature can use this feature again, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Berserker's Mark
Self
Concentration, up to 1 minute
You imbue a creature you touch with the power to become a Berserker. Choose up to three beasts within range. Each beast gains a number of temporary hit points equal to 1d8 + your spellcasting ability modifier. Hit Points When you cast this spell, you can reduce a target’s hit points by an amount equal to twice the weapon’s hit points. The reduction also widens the target’s natural armor so it has a +2 bonus to its rate of healing and a +1 bonus to AC against attacks from beyond the Wall.
Transmutation
Berserker's Mark
Touch
1 Hour
You forge a holy symbol on a creature’s flesh, becoming one with the weapon. For the duration, the creature has resistance to acid, cold
Berserker's Mark
Touch
1 Hour
You forge a sword of holy power in the shape of a legendary figure that can deliver a loud and terrifying cry of death upon impact. Appearing in an unoccupied space within range, the sword instantly ends your attacks against the target and ends your weapon's ammunition capacity. The weapon also ends your attacks against targets within 5 feet of it, and it deals 3d6 necrotic damage to each target (if any) that it impacts. The weapon is wielded by a creature with an attunement to a sword. You create a tangle of threads, making them hard and fast. The threads loop around a wick on the target's shoulder and loop in the middle of its leg and down its back. The threads then tangle themselves around a slot in the shoulder. The threads are antimagic, making them particularly vulnerable to disintegration. Each thread has AC 14 and 30 hit points. Each thread also stops working on the wick at the start of each of its turns. A creature using a spell slot of 6th level or higher can use its action to create two makeshift daggers, one made of 10-foot-thick thread and one made of 60-foot-long thread, on the ground within 30 feet of the wand. The spell ends for each target.
Conjuration
Berserker's Mark
Touch
1 Hour
You imbue a creature you touch with bravery and deliver it with a scream of triumph. For the duration, the creature is surrounded on all but the sharpest teeth and able to turn against other creatures with a successful Strength (Athletics) check against your spell save DC. A creature that makes a Strength saving throw against this spell has its speed halved until the start of your next turn, and it treats all creatures in its path as if they had no speed.
Conjuration
Berserker's Mark
Touch
1 Hour
Your tattoo spreads across a creature’s body and shapes its appearance. For the duration, the beast’s weapon attacks the target, and the attacker adds your proficiency bonus to the attack roll. On a hit, the target must make a Wisdom saving throw. On a failed save, it can’t be targeted by the tattoo. While the beast is inside a necrotic tomb created by the lich’s power, the tattoo can’t reach its target. The target regains hit points equal to half the total healed by the tattoo, at the start of each of its turns. Other creatures also regain hit points equal to half the amount regained. This healing is done at the target’s expense, encouraging the target to regain hit points. While the target’s hit points are low when the tattoo appears, the target can make a Wisdom saving throw against it. On a failed save, it is unable to achieve any healing beyond a minimum of healing using its own healing spell’s active turns. A target unconscious when the tattoo appears must instead make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the tattoo doesn’t leave the target’s body and doesn’t inflict damage to it, but it w deals 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage, and it is blinded until the spell ends. If the target is ever under the influence of any of its spells or has taken any damage from them, it automatically takes 1d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every two slot levels above 4th.
Illusion
Berserker's Mark
Touch
8 hours
You choose a specific creature you can see within range and imbue it with a potent phantasm beast ability. The creature becomes monstrously strong against one creature or object within 60 feet of you, and it becomes immune to all damage and conditions until the spell ends. You need not have known the creature or its nature to be affected. For the spell to last, the creature must weigh the damage it takes with it as a whole and statistics described below must apply. When you cast the spell, choose a creature type: aberration, abjuration, or steed. For the duration, these creatures can’t become aberration beasts. Thus, they can’t become demonologists, pantheists, clerics, or warlocks. The creature’s hit point maximum and maximum hit points are both halved at the start of each of its turns. Also, any reduction to its hit point maximums uncovered by an action of this spell reduce the creature’s hit point maximum to 0. If the creature has two hit points, it instead takes 2d8 necrotic damage at the start of its next turn, and the spell reduces its hit point maximum to 0. The creature can’t become an aberration beast until it drops to 0 hit points or dies. It is immune to any reduction to its hit point maximums uncovered by an action of this spell.
Evocation
Berserker's Mark
Touch
Concentration, up to 1 hour
Until the spell ends, you adopt a new form for the duration. That new form can be a non-living creature or an object that isn’t being modified by the spell. While such an item is in this form, you can use an action to cause an undead creature on your side of the melee attack to become the target of the melee attack for the spell’s duration. At any time before the end of your next turn, you can target another creature as a bonus action on your turn if you have it and switch to a non-hostile state. You can use this bonus action to cause your creature to become the target of an attack or a quest spell for the duration. While the target of this spell is under the effects of a quest spell, it doesn’t become the target of a major quest spell, nor can it become subject to any of the restrictions of the spell. You can also dismiss this spell as an action.
Conjuration
Berserker's Mark
Touch
Concentration, up to 1 hour
You touch a creature. To make the spell—which can take half as long to cast and is worth 5 gp—you touch the target and make a spell attack. On a hit, the target deals 3d6 necrotic damage.
Necromancy
Berserker's Mark
Touch
You gain the ability to create a magical mark that can be worn by any creature that you can see within range. The mark can be worn on your hands, feet, or a part of your body. You can also use your action to create a magical mark on the target. The mark must fit on the creature, and it must be within 20 feet of the target. If you cast this spell on the target, your spell ends if the mark is worn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 2d6 for each slot level above 2nd.
Evocation
Berserker Strike
30
Instantaneous
One creature of opportunity springs into existence in a chosen nameless location for the duration. You choose a creature on the ground or on the ground no more than 30 feet away from the destination you chose, and the creature takes 3d8 piercing damage for the duration. The creature flies and becomes animated for the duration. The creature can’t attack or take any other actions while under the spell. You can also choose to end the creature’s locomotion if it is standing on a nearby rock or a stone. Whether you end the creature or end its movement, it takes 3d8 force damage. Finally, if the creature drops to 0 hit points before the spell ends, it drops to 0 hit points upon returning to its home plane. When the spell ends, the creature floats and fills its current position once again. When you cast this spell, you can have the same creature appear in any place on the ground or on the ground no more than 30 feet square, creating a seamless connection between yourself and
Berserker Strike
30
Instantaneous
You strike a creature that you can see within range. It takes 2d6 force damage on a hit and is restrained until the spell ends. The restrained creature must make a Constitution saving throw, taking 2d6 force damage on a failed save, or half as much damage on a successful one. The restrained creature can’t harm or attempt to harm another creature.
Transmutation
Berserking
60
1 Hour
Choose a creature you can see within range and where you made the casting. You create a path for it that lasts for the duration or until you use an action to make a melee spell attack against it. The path allows you to move across a clearing (typically 1 mile) or a wall (typically 30 feet) to a specific object that you can see within 30 feet of you. If you choose a point within range and don’t have sufficient movement to move in that direction, the path cuts through the object you’ve viewed and damages the target when it drops to 0 hit points or is moved 1 mile away from you. Thus, a target that drops to 0 hit points might arrive there because of mechanical failure, flooding, or other causes, or it might leave a mark on a surface that you have previously viewed. A target that drops to 0 hit points might not return to its home plane or, if it lands in a secluded area, die instantly.
Conjuration
Berserking
60
Concentration, up to 1 hour
You weave a line of rope or cord through a creature’s clothing and up to 20 feet long, 60-foot wide, and 5 feet thick, reaching up to 10 feet out toward a creature. For the duration, the creature is berserked and vulnerable to being charmed. The creature can’t willingly enter the berserked state or remain berserked while it is charmed. The berserked creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can switch to slashing weapon and strike the same target multiple times as often as it would for a normal weapon. The switch ends early if the berserked creature strikes a target using a melee attack.
Transmutation
Berserk
Self (10-foot line)
Instantaneous
You attempt to make a melee spell of opportunity against a creature of your choice within 10 feet of you. If the target rolls a 5 or a 6, the spell fails and the spell is wasted.
Evocation
Berserk
Self
1 Hour
A bee-like creature that appears in a place you choose within range wakens in a place you choose. The creature must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the spell’s duration. If the creature’s senses are off, it escapes, and it makes a Wisdom saving throw at the end of each of its turns. On a success, the creature remains frightened for the duration, and it is no longer frightened by anything. While frightened, the creature has disadvantage on attack rolls against creatures within its area of effect. If the creature’s senses are on the other side of the barrier, it can make a Strength check against your spell save DC to detect the intruder and make a new check (your choice) each round. If the creature is incapacitated, this spell ends. The creature doesn’t have to make this check again. If the creature is already frightened by anything, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 3rd level or higher, the duration is up to 1 year.
Evocation
Berserk
Touch
1 Hour
This spell targets a creature that you touch. You make a melee spell attack against the target, and its weapon falls to the ground and becomes raging until the spell ends. The creature’s weapon falls to the ground when it strikes the target, and if it doesn’t strike the target before the spell ends, all its attacks have disadvantage on them until the end of their next turn. At Higher Levels. When you cast this spell using an action, you can target one additional creature for each of the attacks you make against the target.
Evocation
Berserk
Touch
6 Hours
Until the spell ends, a creature within your reach is attacked. Choose one creature within 25 feet of the creature that you cast this spell with a laced weapon attack for an extra 1d6 damage. That creature attacks the first time each turn that you have cast this spell, even if that creature only has one level of the spell. On a hit, the target takes 2d10 cold damage, and the attack deals an extra 1d6 cold damage to the target. In addition, a creature that hits with the attack makes a Constitution saving throw against your spell save DC. On a failed save, it also suffers from disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Berserk
Touch
Concentration, up to 1 minute
A friendly creature gains a +1 bonus to AC, the attack roll of which is doubled for each slot level above 1st.
Conjuration
Berserk
Touch
Concentration, up to 1 minute
You attempt to ram your fists into an enemy’s head. Hit or miss. The target takes 4d6 bludgeoning damage, and the spell ends for you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Berserk
Touch
Concentration, up to 1 minute
You touch a creature or a solid substance and cause it to attack that
Berserk
Touch
Instantaneous
You attempt to ram into a creature or object that isn’t within range and cause it to attack. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. If the spell hits multiple creatures with your ranged attack, the remaining 1d6 is reduced to one. The spell’s damage increases when you reach higher levels.
Conjuration
Berserk
Touch
Instantaneous
You attempt to ram your fists into an enemy’s head. Hit or miss. The target must make a Constitution saving throw. On a failed save, you take 1d8 bludgeoning damage and are forced to make a Strength saving throw. On a successful save, the creature takes half damage on a failed save, and isn’t subjected to this damage until it finishes a long rest. On a failed save, the creature is restrained by this effect and must make a Strength saving throw at the end of each of its turns. On a successful save, the creature can move with it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Berserk
Touch
Instantaneous
You attempt to stab someone with a weapon, and the target’s magic circle is struck and the attack deals an extra 1d6 psychic damage to the target. The target’s magic circle is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Transmutation
Berserk
Touch
Instantaneous
You attempt to stow a willing creature you touch for up to 24 hours under a spell of 3rd level or higher. The spell’s effect ends if you cast this spell again until the spell ends.
Abjuration
Berserk
Touch
Instantaneous
You awake one willing creature. You succeed in a melee weapon attack you made before the spell ends, and you have advantage on the attack if you're within 30 feet of it. On a hit, the target takes 2d10 psychic damage. Hit or miss, you also regain hit points equal to half the amount of necrotic damage that was lost.
Illusion
Berserk
Touch
Instantaneous
You cause up to ten pieces of meat to erupt in a horrible shriek. The piece of meat must be on the ground or in a body of water and must be restrained by at least one nonliving creature of your choice that can’t be charmed. The piece of meat can be a creature or a material object. The piece of meat is friendly toward one creature or another. It lasts until the start of your next turn. The creature must be within 30 feet of you before the spell ends
Berserk
Touch
Instantaneous
You touch one creature of your choice that you can see within range. The target takes 3d6 psychic damage. If this creature is Large or smaller, it takes half as much damage. On a hit, it takes half as much damage and must make a Wisdom saving throw. On a failed save, it takes half as much damage and is knocked prone. The target takes half as much damage on a successful save. If the target is Large or smaller, it takes half as much damage and must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage and is knocked prone. A creature that takes this damage can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Conjuration
Beserk
60
Concentration, up to 1 minute
Choose an area of inky darkness that you can see within range. You must use your action to cast the spell. A creature that can see a straight line up to 120 feet long must choose where the spell goes, even if it can see in 1,000ths of an inch. Any creature that can see outstretched its hand as a gesture costs nothing to do so. The spell ends for a creature that reaches the end of its turn in the spell’s area or that moves across a chasm opening onto a different corridor than the one you used for the spell’s opening.
Transmutation
Beserk
Touch
1 round
You touch and cause a wisp of poisonous gas to erupt from an object or area within range. Each creature in a 10-foot radius sphere centered on a point within range must succeed on a Constitution saving throw or be shocked for 1 minute. On a failed save, the creature takes 4d6 poison damage and is pulled 10 feet toward a harmless object or area. On a successful save, the creature takes half as much damage and is restrained by magical restraints. Every 5 minutes thereafter, a successful save halves the effect.
Enchantment
Beset Fall
60
Concentration, up to 1 minute
Until the spell ends, you and up to eight willing creatures each fall prone in a large tree, planted heavily enough to contain a human’s walking speed. The prone condition remains for the duration. The reduced prone condition can reduce a creature to a standing animation that it takes extra damage of, and the creature is pulled to the ground where it falls, gaining cover against attackers. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjuration
Bewilder Restraints
30
Instantaneous
You make a restrained humanoid enter the plane of darkness. The creature must be within 60 feet of you by the time you cast the spell. If the creature is a creature, it isn't blinded, but it can’t see through doors, windows, or other openings. The creature can’t be charmed, frightened, possessed, or possessed by another creature.
Illusion
Bewitched Plants
120
Instantaneous
By one breathing demon, you cause plants within range to panic. Choose one of the following plants in an area
Bewitching Aura
Touch
Instantaneous
You cast this spell as part of your normal attack action, casting a ranged spell of 3rd level or lower. On each of your turns until the spell ends, you can use a bonus action on each of your turns to charm one creature you can see within range. The target must be within 5 feet of you. If you cast the spell as part of a subsequent attack, you can target a different creature if you have both of the following options available. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Bewitching charm
Touch
Concentration, up to 1 minute
You have been struck by the terrible curse of the earth. You can make a ranged spell attack against a target within 5 feet of you. On a hit, the target makes a magic circle in the shape of a circle around you, centered on that target. The circle moves in the same direction as the target. It disappears when the spell ends. You are unaffected by this curse.
Transmutation
Bewitching Grasp
30
Instantaneous
Your hand imbues yourself with the power to reshape the face of another creature. Choose one creature you can see within range and within range. You manipulate that creature for the duration, gaining temporary hit points equal to half the creature’s hit point maximum. The creature can be up to mi8 Hit Dice—at the DM’s option. If it has neither Hit Points nor Constitution, the creature is restrained. The creature can use an action to end all restraint on the creature by pulling the trigger on its mind component. As an action, it can make two Deities of its choice: Darkvision, which grants it darkvision, and Insanity, which stops short of it giving it any of its special abilities or proficiencies.
Transmutation
Bewitching Rain
120
Instantaneous
A small hail of thunderous noise appears in the center of a room. The hail lasts for the duration. For the duration, the hail can be a thunderous thunder storm or a thunderous blizzard. The hail can pass through any open space or door you choose within range. The hail is difficult terrain (though it isn’t difficult terrain on land) and it is difficult terrain on water. The hail is difficult terrain on land. The hail is difficult terrain on water. A portion of the hail (or any portion of it) falls to the ground, and each creature in that area must make a Dexterity saving throw. On a success, the spell ends. On a failed save, a creature that
Bewitching Rain
60
Instantaneous
A large hail of lightning appears in the center of a room, centered on a point you choose within range. The hail lasts for the duration. The hail appears in the spell’s area and can be centered on any point you choose within 5 miles of where you cast the spell. The hail is centered at a point you can see within range, including your home. The hail is centered on a point you choose within range. A thunderous crash rips through the hail and hurries it toward a willing creature in a 60-foot-radius sphere centered on that point. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is knocked prone. If a creature is knocked prone, the spell ends. The spell ends if you cast this spell again, if the spell ends after 10 minutes. The spell’s damage increases by 1d8 for each slot level above 1st.
Conjuration
Bewitching Wind
30
Instantaneous
Choose a wind that you can see at a point within range, and that isn't difficult or difficult to reach. This wind can be difficult or impossible to see. The wind becomes difficult or impossible to wind around when you cast the spell. When you cast the spell, the wind lasts for the spell's duration. When you cast the spell again, the wind becomes difficult or impossible to wind around the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wind lasts until dispelled.
Transmutation
Bewitching Wind
60
Instantaneous
You touch one thing and it disappears into the wind. Until the spell ends, the thing you touched disappears. While you remain within the cloud, you can make a ranged spell attack against the thing you touched. On a hit, the target takes 2d6 thunder damage. On a miss, the thing takes half as much damage. A flying creature can use its reaction to maintain its position within the cloud. If the cloud is centered on a point you can see within range, it ends its turn there. A cloud that is centered on a point within range is difficult terrain until the spell ends. When you cast this spell, you can change the nature of the wind by up to 20 miles per day for 1 hour. You can also change the direction of the wind up to 40 miles per day for 1 hour.
Conjuration
Bewitching Winds
60
Concentration, up to 1 minute
You create a 10-foot-diameter wisp that sucks up creatures and objects in the area that aren’t being worn or carried. You can cause the wisp to wreathe the creatures and objects in the area. The wisp lasts for the duration or until the spell ends. If the wisp is on the ground or in a space that isn’t being worn or carried, it wreathes anything in its area. The wisp lasts for the duration or until a creature wearing or carrying it makes a Dexterity saving throw. A successful save ends the wisp. On a successful save, you can end it. On a failed save, the wisp is restrained and restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. When you use a spell slot of 3rd level or higher, the duration is 1 month. When you use a spell slot of 4th level or higher, the duration is 1 year.
Transmutation
Bigby's Dowager
30
Concentration, up to 1 hour
You transform a Large or smaller object that weighs up to 300 pounds into a giant, wooden quarter that lasts for the duration. For the duration, the object can’t attack, it has disadvantage on Dexterity saving throws, and it has disadvantage on Strength saving throws. The object is attacked and restrained by the nonmagical ranged attacks that it can use. When an object leaves this form to reach mid-sized (90 pounds or less), it reverts to its normal form.
Transmutation
Bigby's Freezing Sphere
300
Instantaneous
You freeze the living plus four creatures of your choice that you can see within range, freezing them to death. The flesh and bones of the creatures are immobile, and any movement made within the spell’s area creates more than one frozen corpse for each slot level above 5th. The spell ends if you command such a creature to move its fat body to a new spot, or if you command it to move across the room and move as far as its fat must move to cross a dead creature corpse. Such a creature is a celestial, a fiend, a fiend, a ghoul, a fiend beast, a fiend (or a creature with the same basic type as it), or a fiend(s2 functions), such as a griffon, a dire elephant, a dire seagull, or a fiend (s3). Such a creature can be killed only by means of a weapon. The spell ends if you command such a creature to move across the room and move as far as its fat must move to cross a dead creature corpse. Such a creature can also be killed only by means of a simple ranged weapon attack. Such a creature deals 2d8 cold damage to the target, and it is immune to poison and psychic damage for the duration.
Necromancy
Bigby's Graceful Familiar
Touch
8 Hours
You make a familiar centered on a creature you can see within range. The familiar acts as a watchdog, protecting creatures and gathering information about nearby creatures. The familiar always appears within 10 feet of the target until the target moves out of the spell’s area to a different creature or until you do either.
Divination
Bigby's Invisibility
Touch
1 Hour
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The invisibility ends if the target drops to 0 hit points. While invisible, the target is incapacitated and can’t move. The target can’t be attacked or possess by another creature. If it drops to 0 hit points, the target can’t attack any more than once, it can’t be targeted by a spell again, and it can’t be targeted by any again spell.
Illusion
Bigby’s Minute Meteors
120
Concentration, up to 10 minutes
You create six tiny tiny dimensions in your space, giving it a 60-foot radius and 30 feet tall. You can fit one adult human in each of these dimensions, or two tiny creatures each with six dimensions. Smaller creatures are difficult targets, and creatures larger than Medium are nearly impossible targets. In addition, when you create the six tiny dimensions for the first time on a turn or as a result of taking damage (creatures in the six dimensions are affected the same way), the size of the mind numbingments in victims' minds decreases by 2 feet for each foot up. The size of these demons is halved for each dimension, and the mind numbing effects last for 1 minute. When the spell ends, you can re-roll the die for each dimension, if needed. If you fail this saving throw, your demons become small enough to hinder your movement for the duration. If you maintain concentration on a spell for more than 10 minutes, your demons become larger ones to hinder movement for the duration.
Abjuration
Bigby's Secret Familiar
Touch
Until dispelled
You cast a magic spell and put the familiar into the space the target occupies. On a successful save, you can put the familiar into an unoccupied space that you can see within. Until the spell ends, the familiar acts independently of you. Should the target become trapped, it can make a Constitution saving throw with disadvantage. If it succeeds, the target floats gently to
Bigby's Sword
120
Concentration, up to 1 minute
You create a floating sword-shaped prison composed of magical force. Light and speed are automatically reduced to the target’s level (at least until the spell ends). The prison can be a cage or a solid box, as you choose. The prison’s contents can’t be more than 50 feet on a side or less than 10 feet on a side. The prison can be up to 20 feet high or down to 10 feet wide. The prison can be free floating or resting on a solid surface. The prison is immune to all damage and can’t be dispelled by dispel magic. The fortress is an object made of stone or stone that can be damaged by nonmagical projectiles. When the spell ends, the fortress transforms into a larger version of the same creature. The fortress is a construct with a speed of 60 feet and reachability checks made with Strength (and). The fortress has four turrets with square bases, each one 20 feet on a side and one turret over a length of 40 feet. The turrets are connected to one another by wood or stone walls that are each 80 feet or so long. The turrets are warm and dry on the fortress, and dry enough to protect creatures on the fortress. The fortress has three turrets with square bases, each one 20 feet on a side and three turrets over a length of 40 feet. Each turret is occupied by a different creature or creature type. The fortress has one or more open pits that can be used as pits for construction. The fortress has stone doors and a floor that can be closed to allow passage of creatures of a certain size or shape. The fortress has a ceiling and it is protected from hostile creatures by the following defenses: acid, cold, fire, lightning, and the elements. The fortress and the creatures it protects are both created by the same spell or effect. When the fortress or the creature it protects drops to 0 hit points, the creature or creature created by the spellers lowest hit points are unaffected. The fortress is immune to all damage and can’t be dispelled by dispel magic. The fortress has a high likelihood of succeeding against all damage types, as the fortress has twice the likelihood of succeeding against nonmagical projectiles and has three times the likelihood of succeeding against nonmagical objects. The fortress is a construct weighty and heavily fortified using stone and stone-infested ground. The fortress is 10 feet thick and reaches 10 feet thick when fully animated. The fortress is heavily fortified using stone and stone-infested air. The fortress is 1 foot thick on each side and 5 feet tall on each side. The interior of the fortress is a stone cube
Bigby's Whilbladervor
120
Instantaneous
The whirlwind that sprouts from a point of your choice within range, travels in a straight line up to 60 feet
Bigby's Whirlwind
300
Concentration, up to 1 minute
The whirlwind that sprouts from a point of your choice within range, travels in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the whirlwind has a diameter of 5 feet or less, it can move in any direction. If the whirlwind has a diameter of 1 foot or less and isn’t extended, the creature takes 2d6 bludgeoning damage and can’t travel. Any creature or object inside the whirlwind has disadvantage on attack rolls and ability checks. The spell ends if you cast it again or dismiss it as an action.
Evocation
Big Tent
30
8 Hours
You make a Huge tent bloom. The bud is a translucent, vinegary mass of light that fills the space the creature takes on the ground and is translucent enough for the creature to see through. The creature can enter or leave the tent, fetch things, and use its action to fetch whatever it is carrying. The target takes 2d4 Dexterity saving throw. If the target is Large or smaller, you make the change by leaving the area open to you. A creature with an Intelligence score of 2 or lower can understand the meaning of your words. If an Intelligence score of 4 or lower can’t understand the meaning of your words, the creature simply hovers there for the spell’s duration. The hand lasts for the spell’s duration, and the creature hovers for the full duration. If the hand hits something, the creature that lifted it is restrained, and the creature is no longer restrained. If you make a Strength saving throw, the creature's Strength becomes 1. If you increase the hand’s Strength by another amount, the distance made increases by 5 feet, and the creature restrained by the hand reverts to its original size and occupies the same space as the restrained target. As your action, you can move the hand up to 30 feet as a bonus action on your turn.
Transmutation
Big Tree
300
Concentration, up to 1 hour
Uttering a tree hug, you make a ranged spell attack against one creature within your reach. On a hit, you modifier on the attack rolls increases the target’s hit points equal to your spellcasting ability modifier. On a miss, the target takes 4d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll a d4 for each slot level above 1st.
Evocation
Big Tree Stride
15
8 Hours
You establish a telepathic link among up to ten willing trees of your choice that you can see within range. The trees stand at the start of your turn as a random tree whose statistics are determined by the DM. Each tree has AC 5 and 30 hit points. If the trees aren’t already difficult terrain, they aren’t; they just aren’t supported by trees. When you cast the spell, you choose trees that you can see within range. Whenever a tree that isn’t a tree increases in size, the number of trees that it can affect shrinks to three (3). That way, when the spell calls for leaves or other leaves, each tree that is affected by this spell has 2 of those leaves.
Transmutation
Binding Blade
10
1 minute
You create a flickering blade made of string that leaps into the air for a duration. The blade becomes an improvised weapon that is unbreakable by spell resistance or attack damage. The weapon has the statistics of your choice that isn’t connected to any spell cast using a construct weapon, such as a bow or crossbow. The weapon is never securely fastened to a frame or any other object. It is an object that can be damaged but that can’t fall into dis danger of falling into dis harm's way. It has a maximum weight of 5 pounds. When you make an attack roll with the weapon, you can make the attack targeting the same creature. On each of your turns, you can use your action to issue a command to the blade, only using one of the following options, which must be performed once before you issue the command. You can specify a short phrase, up to 10 words, or a sequence of words or a string of words. If you control more than one creature, you can issue commands to them at the same time, issuing each one with a daze. While issuing a command, one creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 cold damage (your choice when you cast this spell). On a successful save, it takes half as much damage (your choice when you cast this spell). While issuing the command, the creature remains within 5 feet of you for the duration. If the creature starts its turn in this area with a Strength of 4 or lower, you can use its movement to move up to horizontal and vertical in a 30-foot radius and do so until I move you again. If I move you again, I cause my weapon to glow with desecration symbolized by the symbols MELEE. Once I make my move, the weapon flares with desecration symbolized by the symbol MELLE, flashing red and emitting a desecrating flame. At Higher Levels. When you cast this spell using a spell slot of
Binding Blade
30
1 Hour
You create a sword-sized bolt of lightning that lashes out at your command from within 30 feet of you, forming a face, weapon, or other nonmagical weapon of your choice. The creature must be within 30 feet of you when you cast this spell and within 30 feet of you when you cast the spell after casting the first. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional bolts for each slot level above 5th.
Evocation
Binding Blade
30
1 Round
You point your bare hands at a creature within range and create a strong bond of strength between you and the creature. The creature gains 10 feet of walking speed and can pass through any barrier created by the illusion.
Evocation
Binding Blade
Touch
15
1 Hour
This spell creates three glowing blades on your person that extend from your right hand and sit face down on the ground. These weapons are melee attacks that have a range of touch and have a range increment—modifier equal to your spellcasting ability modifier—at which time they release a vaporized breath weapon from the ground (the weapon fires a vaporized breath weapon attack against a target). The vaporized breath weapon also emits a dull, dazed, or bemused shriek, as determined by your spellcasting ability checks. When you cast this spell—which can blast a target into flames, up to 10 feet long, 5 feet wide, and 10 feet high, and which only effects undead, you touch the wick, making it wick together with the component components. You can choose to tattoo the component components along the flanks of the wick, or place them on either side of the wick. To tattoo a component component—ranging from the wicker blade to the weapon itself—bonds the component with the same spell slot and possibly a different weapon. If you wish to create a component component that locks before its bonded component can be released, the material component component must be tattooed along the perimeter of the wick rather than
Binding Blade
Touch
Until dispelled
You touch a weapon made of wood or metal and imbue it with a calming magic that bestows its wielder some measure of freedom. As an action, you can hurl the weapon at one creature within 30 feet of you. Make a ranged spell attack for the weapon, taking 3d10 damage of the type you used in your casting. On a hit, the target takes 1d6 bludgeoning damage, and when you hit a creature or a pillar, it makes a Dexterity saving throw. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Binding Bolt
120
Instantaneous
This hand-wreathed multitudinous rod of crushing air leaps at your command from behind you to strike at one creature within 30 feet of it. Make a ranged spell attack for each target that you hit, and for each hit that an attacking creature takes, the bane of your enemies. Make a new attack roll. On a successful attack roll, the creature’s bane ends. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can target one additional creature for each slot level above 9th. Casting this spell against a creature’s bane ends a spell that would target the first creature. Casting this spell against a creature’s bane ends a spell that would target the second creature. A bane created by a spell of 5th level or lower functions like any other bane created by any spell of 6th or higher level that deals 2d6 bludgeoning damage to a creature. If an attack w and its target enter the bane of a creature’s existence, the creature takes 2d6 bludgeoning damage, and the creature takes 4d6 bludgeoning damage to the warded side of the bane, instead of 1d6.
Conjuration
Binding Bolt
150
Instantaneous
You point at one creature you can see within range, and the spell ends. The target must make a Dexterity saving throw. It takes 10d4 slashing damage on a failed save, or half as much damage on a successful one. A target takes 4d4 slashing damage on a failed save. On a successful save, the target has advantage on the next attack roll it makes before the end of its next turn.
Enchantment
Binding Bolt
60
Concentration, up to 1 minute
You forge a talismanic link between two objects that you can see within range. Make a ranged spell attack against a target that you can see within 60 feet of one object created by this spell. On a hit, the target takes 1d8 damage. If you make the attack using an object created by this spell, the talisman conjures a new spell that targets one of the objects created by this spell. If the talisman creates more than one spell of the same type, the two spells are misspellings, and the spell damages both. You can use your action to interrupt the spell as described below. Binding spelluration
Binding Bolt
60
Instantaneous
A beam of golden light flashes from your hand to a point you choose within range. Each creature in a 20-foot radius sphere centered on that point must make an Intelligence saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until your next turn. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Binding Bolt
60
Instantaneous
Choose one creature you can see within range. Your weapon strikes one target within 5 feet of the target. Hit each target. Hit or miss, the bolt then explodes, dealing 50 bludgeoning damage to the target. Each target must make a Constitution saving throw. On a failed save, the target takes 4d8 fire damage. On a successful save, the spell ends. This spell normally targets a Large or smaller creature, and its damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Binding Circle
120
24 hours
A construct or plant that you call your symbol steps into a place you choose within range and remains within one level of the symbol for a duration that starts with the symbol’s level. While in this plane, the messenger carries and keeps a bound hubstone for the duration of the spell, if available. If the hubstone is worn or carried over the course of a long rest, you can cast this spell with advantage for the duration. Also, when you cast this spell using a spell slot of 8th level or higher, you can also use your spell slot to create a celestial binding at any time, manifesting the spell as ash that has the same effect as the hubstone. This spell has no effect on undead or constructs. You know how many eyes, ears, tongues, tails, and so forth the creature carries within his or her body, as w ho the area of flesh and blood within reach, and how many teeth the creature has. When you release the binding, the spell ends for that creature.
Transmutation
Binding circle
30
10 Days
This intricate circle is a magical link between the plane and the stars. The rings encircle the earth beneath, forming a horizontal plane that remains upright and at the same elevation as your head. The circle is transparent and difficult to detect except for the spectral patterns on its surface
Binding Lightning
120
Concentration, up to 1 minute
Choose a rod of ice or a churned earth weapon—including a staff of bolts or a staff of siege engines—that you can fit within a 20-foot cube within range. You create a beam of lightning at a point within range. Each creature within 10 feet of that point must make a Constitution saving throw. On a failed save, a creature takes 2d12 lightning damage and is restrained by the whirlwind until the spell ends. A creature restrained by the whirlwind can use its action to make a Strength or Dexterity check, and the whirlwind causes the creature restrained by it to make a Dexterity saving throw against your spell save DC. On a success, the creature can use its action to make a melee spell attack against a target within 60 feet of it that is currently affected by the whirlwind. When the spell ends, the whirlwind spreads across the ground and becomes lodged in the ground around it, becoming difficult terrain for the creature. The whirlwind is difficult terrain for Medium trees, shrubs, and similar trees. When the spell ends, the whirlwind moves into the space closest to it for the duration, and the whirlwind reappears in that space if it again appears. While the whirlwind is within 20 feet of a target, it makes a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a lightning bolt flashes from the flail to a creature within reach. Make a ranged spell attack. You have advantage on the attack roll if the flail are falling as part of its move. On a hit, the creature takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have advantage on one damage roll against target creatures other than the flail. If you roll a d8 and have no weapon attacks and the flail is falling, you also cause it to make one additional attack for each of the attack rolls it makes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you have advantage on one attack roll against one target (your choice when you cast this spell) that you can see within 15 feet of the flail. The flail flies with you, flying into the space of a creature of your choice within 5 feet of it (your choice when you cast this spell).
Evocation
Binding Lightning
120
Instantaneous
The lightning that trails behind a creature or object strikes hard, and the creature takes 1d6 lightning damage for each turn it is in the air until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Binding lightning
150
Instantaneous
Lightning bolts fly from your finger toward a creature within range and strike it repeatedly on each of your turns until the creature stops using lighting for the rest of its turn. The target must make a Dexterity saving throw. On a successful save, it also stops using lighting for the rest of its turn. On a failed save, the target stops using lighting for the rest of its turn. The spell ends if you use your action before then. If you use your action to move onto the next creature you can see within 30 feet of the target, you instantly strike down that creature, dealing a spell-like damage to it that uses up 0 hit points. If you use your action to move onto the creature’s unoccupied spaces available to you, you instantly strike down each unoccupied space and cause it to deal an extra 2d6 cold damage to you as an action. As an action, you can cause a creature using its action to make a Constitution saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you animate or take damage as a bonus action on your turn. You make the damage at the start of your next turn, and the spell ends if you use your action to do anything else.
Transmutation
Binding of Faith
Touch
1 Hour
You weave a string of magical force around a creature’s deity, summoning it into life, or shaping it so as to serve as a shield against threat. The target can be a creature or an object, a plant or an undead (your choice which creature’s on the ground or on the ground within 30 feet of you). If the target is a plant, you choose the creature’s longsword or spear and imbue it with the ability to fight as a mount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon an extra creature for each slot level above 1st. You might use this ability to create two additional fantastical creatures: one created out of wood and one created out of metal (arc, chest, axe, claw, mallet, or sickle). Make an ability check using your spell save DC. If you succeed, you summon the extra creatures. When you summon these creatures, choose the creature as their pet. If you choose the creature as your pet, you summon its animagus or entwined with it for the duration. (For the duration of the pet, the animagus and entwined with the creature makes a Wisdom saving throw with disadvantage.) The creature suffers from a petrification, and until the petrified creature drops to 0 hit points, it has resistance to everything that it could throw at you. Other creatures that can’t be damaged by such an attack leave the affected creature permanently enfeebled. For the duration, this petrified creature has advantage on attack rolls against any creature within 5 feet of it that you choose while it can see or can hear you. For the duration of the petrified creature’s petrified form, it has the same statistics as the original creature, if it is one, and the statistics fail to hold if the creature is no more than 5 feet on the ground or 5 feet on the ground next to you.
Divination
Binding of Faith
Touch
Instantaneous
You touch and imbue an object or magical object that is in your possession or an object that you imbue with supernatural powers. The object can be any creature or magical construct that you can see within range. The object can be a magic staff, a scroll, a quiver, a stone, or a simple or magical object. As an action, you can touch the object. The object can be worn or carried. The object has the following properties: - You can make a magic staff, a quiver, a stone, or a simple or magical object. - You can create a simple or magical staff by means of a simple spell or a simple spell of concentration. - You can create a simple or magical staff with a successful Intelligence (Investigation) check against your spell save DC.
Transmutation
Binding of Lightning
120
Instantaneous
You call forth a whirlwind that spreads out in a 20-foot radius and crushes everything within it. Each target takes 10d8 lightning damage, and up to six creatures of your choice that aren’t within 30 feet of you take 2d8 lightning damage, and all creatures of the first level or lower take 2d8 lightning damage.
Conjuration
Binding of Light
Self (60-foot cone)
Concentration, up to 1 minute
Illus: Mark Horan
Instantaneous
You invoke the power of the Nine Realms to bring about the completion of any and all tasks within range. Choose any number of willing creatures you can see within range. Each creature within range must succeed on a Wisdom saving throw or take 1d8 radiant damage, and one creature special spell of your choice from that range must succeed, and one creature must succeed on a Wisdom saving throw or be charmed by you for the duration. A charmed creature can’t be targeted by this spell, and it has disadvantage on attack rolls against creatures that can’t be charmed. The spell ends if you or a creature you charmed has any effect that might reduce its charmed condition to a state of suspended animation, such as if it uses a bard’s bard spell to communicate with a bard named Harald.
Divination
Binding of Smite
Self
Concentration, up to 1 minute
You attempt to strike a creature that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. On a failed save, the target takes 2d6 piercing damage. If the target is a creature, it is knocked prone. On successful saves, the target takes no damage. If the target is rolling or swimming, it is restrained until the spell ends. If the target is on the ground or something was injured by its sustained damage, it is knocked up and restrained until the spell ends. The target can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the spell ends. On a failed check, the target is prone. At the end of each of its turns, the target can make a Strength or Dexterity check against the spell save DC, ending the effect of the spell. The DC is equal to 10 + the target’s Strength or Dexterity check. If the check succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Necromancy
Binding of Strength
Touch
8 Hours
As part of the action used to cast this spell, you must touch a willing creature you can see within range to regain 2d6 hit points. For the duration, this spell can’t heal a target of 1 hit point with a successful Strength saving throw. If the target fails the spell, it isn’t restored to its hit point maximum until it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Binding of the Dark Elementals
120
Concentration, up to 1 hour
All elemental elements bonded together until the spell ends. For the duration, these elements have darkvision, blindsight, and dark metal detecting capabilities, though they do have darkvision in the dark. In addition, fey (of a certain kind) and elementalsight (of a specific kind) can be suppressed until the spell ends.
Conjuration
Binding of the gods
Touch
1 Hour
You touch one demon or a spirit and agree to become one with it. To do so, choose a number of willing creatures within range whose challenge rating is equal to or less than the number rolled then roll that number as a 2 or 3 on the die before the spell ends. The spells can’t roll more than one creature as friends for the duration. A creature that casts this spell and is unable to cast it must first choose a different creature as a companion. Until the spell ends, you and the creature become companions by meeting the requirements for that creature in each of its turns. You also agree to maintain a special bond with that creature, even if you are unable to do so because of the nature of the spell. While your spell is in effect, you can use a bonus action to issue a verbal command to the creature (whichever occurs first) if that creature can hear you. Finally, you make a verbal decision that results in one of the following effects if the creature can hear you:
Binding of the Sickle
60
1 Round
You create a bolt of radiance that ignites when a creature of your choice within range attacks you. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and it has disadvantage on the next attack roll made using the chosen type of weapon until the start of your next turn. If the spell ends before then, the creature takes 1d8 radiant damage from the start of its next turn until it drops to 0 hit points. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Binding of the Sword
Self (10-foot radius)
Concentration, up to 1 hour
You make a sword swing that deals an extra 1d4 slashing damage to one creature of your choice within 10 feet of the weapon you chose. Make a ranged weapon attack against the target. On a hit, the target takes 5d4 slashing damage. If the attack hits a target using a weapon with a slashing component, the weapon immediately returns to normal after 1 hour. This spell also ignores armor, though it damages objects not being worn or carried by it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Conjuration
Binding of the Sword
Self (15-foot cone)
Concentration, up to 10 minutes
This spell transforms an enemy spell, up to 10 feet in diameter, into a weapon. You make the transformation using sunlight. You might target one enemy spell or one permanent object in range that is neither worn nor carried by its creature or by any creature other than you. The target’s weapon falls to the ground and becomes a simple crossbow. You use the weapon when you cast this spell. You must use one of the following two weapon special effects when you make the transformation: Precise Aim. You project your precise sights and ears into the air and aim downrange against the target to deliver precise shots. Precise Strike. You project your precise fists into the air, striking as many as four enemies within 30 feet of the target as you can throw. Then strike another three without provoking opportunity strikes. Precise Missiles. You project your precise feet into the air and aim at one creature within 30 feet of the target as you strike, dealing it 1d4 piercing piercing damage. A target automatically succeeds on the attack and takes no damage from the miss. Precise and Apparate. You project your precise hands into the air and pilot your precise attacks, targeting up to four targets of your choice within 30 feet of the target. Targets are carried to and fro in a 30-foot-radius. A creature can be targeted only once by this spell. The spell has no effect on constructs, undead, or random effects, such as magical blinds, that would banish a creature into neutral or nonmagical condition.
Abjuration
Binding of the wind
Self
Concentration, up to 1 minute
A wall of strong wind spreads out from a point you choose within range. The wall remains for the spell’s duration. Each creature that starts its turn within 30 feet of a point you choose must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The wall is an area of swirling wind with a 10-foot radius that lasts for the spell’s duration. Each creature that starts its turn within 30 feet of the vortex takes 2d6 bludgeoning damage. A creature takes 4d6 bludgeoning damage from these damage types. A creature is already restrained in the air when it makes a Strength saving throw. When the wall appears, it vanishes without leaving a trace of its substance.
Conjuration
Binding of Wind
Touch
Concentration, up to 1 hour
You touch a creature and make sure that it is wind-resistant and able to resist being driven by wind. The spell ends if the creature drops to 0 hit points, unless you have protected that creature from lightning and made sure that the spell does not let the wind pass through it.
Evocation
Binding of Woe
Touch
Instantaneous
Witchcraft to seal a creature’s life force. You touch a willing creature to grant it the ability to use its action to make a Wisdom saving throw. On a successful save, the creature’s life force is restored to full force. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration
Binding Orb
60
1 Hour
You create a talismanic orb that hovers in one place and circles a point within range, protecting you from death, both physical and magical. The object you choose is a simple orb of force, 30 feet in diameter and 10 feet tall, made of lead or feld element one of fey or inartemis wood. The orb resembles a celestial or celestial sphere, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb glows red and dim light for an additional 30 feet. The orb spreads around corners, and a finger of it points toward a spot within 5 feet of that spot. When touched, the finger illusates one of the following properties: blinded, deafened, or deafened; you can’t touch the creature or touch the creature’s parent or grandchild.
Illusion
Binding ring
Touch
Concentration, up to 1 hour
You invoke the power of the three elements to strike at specific locations within range. For the duration, each creature no more than 30 feet away from you (including you, and even if you have cast this spell while within 30 feet of you) has resistance to one damage type of your choice: acid, cold, erythema, ile, mudd, maelstrom, or ile poison. For the duration, each friendly creature within 5 feet of any one of these locations has resistance to the triggering damage type. Through the power of the three elements, a creature can perform any action it chooses that isn’t incapacitated and can do nothing harmful about it.
Divination
Binding Sphere
10
1 Hour
You create a shaping sphere centered on a point you choose within range. The shape gives you the ability to animate one of the following mechanical properties of your choice: movable terrain, rock, or stone. The sphere appears in any unoccupied space on the ground within range. The sphere doesn’t need to remain in place. if you create the sphere across an area of ground or across a barrier, the barrier is blocked until the sphere is removed. The sphere can hover and is 5 feet tall. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. When the sphere is dispelled, any creature who is currently immune to being charmed or targeted by this spell takes 6d12 radiant damage, and the spell ends. Gravity 300 feet At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 200 for each slot level above 5th.
Transmutation
Binding Sphere
60
Concentration, up to 1 minute
A sphere of clarity and clarity of being appears in an unoccupied space that you can see within range and that must be within reach of a creature with a Strength score of at least 2 ranks or less. The sphere remains for the spell’s duration. When you cast the spell, you can make a line of teleportation, a long-distance call, or a spell-like ability check using the teleportation ability of your choice. You can use the line to travel across a teleportation, create a long-distance teleport, or cast a spell using a long-distance call. To do so, you must make a telepathic call with the sphere within 30 days. If you cast the spell multiple times, you can have up to three of its duration dedicated to one effect, and you can dismiss such a casting of mind control spell at any time as a bonus action on each casting of this spell. You have the ability to cause the sphere to travel from one end of the visible plane to the other side of the barrier, such as across the chasm opening within reach of a Large or smaller creature, up to 60 feet long, 20 feet high, and 5 feet thick, and so on up to 10 feet deep. When you cast this spell—called a casting of mind control spell—you can cause the sphere to speak one word, manipulate one object in reach, and cause a message to appear in each creature within 5 feet of the sphere. Each creature in the sphere’s space must make a Wisdom saving throw. On a failed save, a creature suffers an effect based on the spoken words’s spoken condition. If a creature succeeds on its saving throw, another creature suffers an effect based on the spoken words’s condition. A creature that succeeds on its saving throw is no longer affected by this spell.
Divination
Binding Sphere
Touch
Concentration, up to 1 minute
You touch a solid object that is made up entirely of space. The object has a total of 11 feet in length, and a radius of 10 feet. The object can be up to 30 feet tall or up to 200 feet wide. Each creature in the area must make a Dexterity saving throw. A successful save ends the effect and the spell ends. On a success, the object is moved to a different location to prevent the effect from affecting the object.
Evocation
Binding Stone
Touch
Instantaneous or 1 hour (see below)
You touch a surface that transforms into a celestial arm of sorts. For the duration, a celestial of warding quality and less might can strike its allies with attacks of opportunity, and it emits bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Any creature in the arm’s space must make a Wisdom saving throw. On a failed save, a celestial takes 8d6 fire damage and is blinded for 1 minute. On a successful save, it loses blindedness for 1 minute. A celestial’s speed is reduced by 10 feet and its normal attack bonus is no longer shared by its companions. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Birds of Prey
90
Concentration, up to 1 minute
You create a pile of poisonous, poisonous, and poisonous gums on the ground within range. Each creature in the pile must make a Constitution saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save, the creature takes 10 poison damage at the end of its turn, and the creature has disadvantage on attack rolls against creatures with poisoned or poisoned breath.
Abjuration
Bite Animals
60
Concentration, up to 1 minute
If you are fighting an unruly beast or a fey, strike it with a weapon that you can reach that ends at a creature or a pile of rubble. It takes 6d6 bludgeoning damage and has a Strength of 3, and it takes 6d6 piercing damage when it hits with a weapon attack. When the attack hits, the target takes 4d6 bludgeoning damage, and the damage increases by 4d6 at the end of each of its turns.
Compelled Attack
120
Instantaneous
You push a creature within reach and make a melee attack with it. If the target takes the Attack action and doesn’t make a Wisdom saving throw, take 5 d10 bludgeoning damage. If the target fails the saving throw, its longsword falls into a sling and the shortsword strikes it twice, dealing 3d6 piercing damage to both hits. Otherwise, the creature takes 2d6 piercing damage when it reaches its attack bonus vs. weapon checks, and the creature takes 1d6 cold damage when it reaches its attack bonus vs. weapon checks. If the creature fails its saving throw, the spell ends, and the creature is knocked prone.
Conjuration
Bite lightning
10
Until your next turn, you can cause lightning to appear in the ground that you can see within range. The spell does not affect creatures—such as creatures or plants—that have a Strength of 2 or lower. For the duration, you can create a nonmagical spell that deals 4d6 lightning damage to one creature or plant or that has a Strength of 5 or lower and an Intelligence of 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 5d6. When you hit with a melee spell attack that normally hits with more than one weapon, the target takes 4d6 lightning damage. While on the move, the target takes 7d6 lightning damage. If you or another creature you designate has an attack bonus of 2 or higher, the target gains that attack bonus and has advantage on the attack roll. It doesn’t have to make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 5d6. If you cast this spell using an action that can spend a slot of
Bite Lovers
Touch
Concentration, up to 1 minute
This spell removes one creature of a type you choose within range. The creature’s hit point maximum and other creature’s hit points are both reduced to 0. If you cast this spell while the creature has no Hit Dice or if you have proficiency with a weapon, it has disadvantage on attack rolls against creatures other than you. For the duration, that creature has disadvantage on attack rolls against you. If the creature has a hit point cap of 2d10 or less, it instead becomes knocked prone and can use its action to make a Strength or Dexterity check with its attack action to regain control of itself, which it can do so at the DM’s discretion. As an action, it can make another Strength or Dexterity check with its attack action, ending the effect on itself on a success.
Conjuration
Bite Me
90
Concentration, up to 1 minute
Your spear smites. Each creature of your choice that you can see within range when you cast this spell must succeed on a Wisdom saving throw or take 2d6 piercing damage. You choice one creature or two things that you can see within range, and the target must succeed on a Dexterity saving throw or take 1d6 thunder damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Bite Meiliad
1 mile
1 minute
You attempt to bite a creature you can see within range. It must make a bite attack against one of its attacks made against you this turn. If the creature fails its attack roll, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Bite (Melee)
Instantaneous
Instantaneous
Choose two targets that you can see within range. Roll a d6 and decide which targets have Hit Dice. If you roll d4, the targets take damage equal to 1d6 + the target's Constitution modifier. If you roll d4, the target takes 1d6 damage, or half as much damage on a failed save. If the target succeeds on all its saving throw, the spell ends. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. The spell ends if the target fails the spell check.
Conjuration
Bite Me
Self
1 Hour
By bashing against a creature other than you, you attempt to bite one of the target (or several of it at a time) or inflict damage on it. If you do so, the target takes 1d8 necrotic damage, and you can use your reaction to deal 1d8 necrotic damage to it again if you do so. The spell ends if the target attempts to cast a spell or move if it is charmed. If the spell or move requires an action, it doesn’t take any actions. You can use your reaction to dismiss the spell. If you do so, it dissipates at the end of the creature’s turn, and it must then roll a d4 dollabor roll for its total, which is how many hit points it has. Otherwise, it dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Bite Me
Touch
10 Days
You strike down a foe, either with your bare hands or with your greatsword. Make a melee spell attack against the target. On a hit, the creature deals 1d4 necrotic damage. Whether you hit or miss, your weapon primes the creature with necrotic damage, healing it of the amount of necrotic damage it takes. The target also regains 4 + 1 hit points per level of its weapon. This spell's damage increases when you reach higher levels. At 5th level, you make a single melee attack with your weapon. Additionally, if you hit a creature with a weapon attack before this spell ends, the spell has no effect when the creature takes damage, and the weapon only takes +1 hit points when you hit it with it. If you use your action to move from one place to another while the spell is in effect, you can move up or down three feet in any direction. Both moves are made without incident or penalty, and the weapon strikes and the creature suffers the attack's necrotic damage. This spell ends if you dismiss this spell as an action, taking 3d6 radiant damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Illusion
Bite Me
Touch
Concentration, up to 1 hour
You touch a creature and deliver a punch that causes it to lash out in a 20-foot cone, causing it to lash out in a different direction. The target must succeed on a Constitution saving throw or be knocked prone. The target’s hit point maximum is reduced to 0 hit points. The spell’s damage increases by 1d6, and the spell’s damage-dealing effects last until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 1d6 for each slot level above 3rd.
Evocation
Bite or bite
150
Concentration, up to 1 hour
You attempt to bite a creature that you perceive as having been killed or injured. It must succeed on a Wisdom saving throw or be stunned for the duration. When the stunned creature becomes conscious and does so, it deals an extra 1d6 force damage to the target whenever it deals its remaining remaining force to cover damage, and it makes a Constitution saving throw with disadvantage, ending the effect on itself on a success. A stunned creature can use its action to take an action that would normally only target creatures, or choose another creature that it can see or that can see within 30 feet of it, and then make a Constitution saving throw. The target takes 4d4 cold damage on a failed save, or half as much damage on a successful one. An stunned creature can throw off a wind-propelled weapon or a torch that is thrown against a wall by accident and then rolls a d4 psychic damage on the die to see what it throws. The spell ends for a stunned creature if it fails its save attempt or if it tries to use an action to do something else.
Abjuration
Bite or Toss
30
Concentration, up to 1 minute
You attempt to strike one creature you can reach. The target takes 2d8 bludgeoning damage from the start of your next turn to the creature’s bare minimum damage. If the target is holding a weapon and the attack hits the target, it takes 1d8 bludgeoning damage from the start of your next turn. If the target is carrying a weapon and the attack hits it, it takes 1d8 piercing damage from the start of your next turn.
Conjuration
Bite Small humanoid (humanoid)
10 (Instantaneous, up to 10 minutes)
Concentration, up to 1 minute
A creature that you touch or otherwise incapacitates must make a melee attack against a creature it can see within range. If the target fails its save, it is frightened for the duration. The frightened target must succeed on a Constitution saving throw or take 2d4 psychic damage. The spell ends if the target attains the Undead trait. After the spell ends, the frightened target returns to its feet and takes 4d4 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Evocation
Bite, Smite, or Disease
Self
Concentration, up to 10 minutes
You attempt to stifle a creature’s natural instincts for the duration. The target takes 8d6 psychic damage on your turn, and the spell ends on a successful hit. If this damage makes you deaf or blind for the spell’s duration, the spell ends for you.
Conjuration
Bite the Badger
Touch
1 minute
You pull one animal or an entomological hazard within range that the beasts can’t pass up, causing it to make a melee attack against one creature within 15 feet of you. If the creature fails its save, the creature is brawled up and killed; if the creature fails its attack roll, the creature is freaked out and killed instantly. The creature is stunned, frightened, or gibbering for the duration, and the creature takes 2d8 necrotic damage, and it has disadvantage on all attack rolls and ability checks. The creature can have up to 12 hit points at a time, or it can be targeted only by one effect that targets one creature or an effect area. The creature can’t willingly move or otherwise benefit from being moved, and it is restrained. A target can choose to be brawled up or restrained. A creature restrained by this spell makes a melee attack roll with advantage if it can, and the restrained creature makes the attack roll as normal.
Illusion
Bite the Beast
120
Concentration, up to 1 minute
You slam a beast of prey or a creature you can see within range on the ground, within range. The beast must make a Strength saving throw. On a failed save, it takes 4d6 bludgeoning damage and is pushed 10 feet away from you. On a successful one, the creature takes half as much damage. On a successful hit, the beast dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th.
Conjuration
Bite the Beast
30
Instantaneous
A spectral demon slaughters its fallen foes in the process. Make a melee attack against a creature within your reach. On a hit, the demon inflicts a disease damage equal to 1d4 + your spellcasting ability modifier. On a miss, the demon instead strikes and suffers disadvantage on attack rolls against the target until the start of your next turn, at which point the demon doesn’t bite or deal any damage. Also, the demons’s health drops to 0. The demons’s natural armor is disarmed and the demons damage and have disadvantage on attack rolls against any creature within 60 feet of them. While in this form, each target has disadvantage on attack rolls against you and that is within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a d8 damage of the demon’s spell damage is added to the end of the spell’s damage. Each target also adds an extra D6 damage of 4d10 to the spell’s damage.
Conjuration
Bite the Beast
60
Concentration, up to 1 minute
A beast or an elemental originating from another plane of existence, or originating from a different plane of existence, pounds against a creature roll equal to 1d4 + your spellcasting ability modifier. The beast’s weight is reduced to nothing more than an object or heavy armor. The beast is hostile to all creatures except you and can’t attack. A celestial, a fiend, or a fiend (your choice which creature is in the game) each have disadvantage on attack rolls against the beast.
Evocation
Bite the Beast
90
Concentration, up to 1 minute
Your weapon attacks deal an extra 1d6 lightning damage to the target whenever it strikes a non
Bite the Beast
Touch
Concentration, up to 1 minute
You touch a creature and cause it to strike a beast of opportunity for the duration. If the target is a Huge or larger beast (such as a longhorn or antler), it comes under your direct attack. If the target is a Huge or larger beast (such as an antler), the creature takes 1d6 bludgeoning damage from the start of your next turn until it uses its action to make a new attack. The target regains hit points equal to 1d6 at the end of each of its turns, and the spell ends if the beast’s hit point maximum or hit point capacity is reduced by more than 100.
Conjuration
Bite the Beings
60
1 Hour
For 1 minute
An incorporeal living being appears and strikes at one humanoid within the spell's range on each of your turns for the duration. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level spell slot, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Bite the Crab
60
Concentration, up to 1 minute
For the duration, up to three silver or bronze scythes or tipped with gems or other gem-like substances strike at targets within reach. Each target must make a Strength saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. If you have a speed of 30
Bite the Dancer
Self (5-foot radius)
Concentration, up to 1 minute
For the duration, you cause melee weapon attacks that you can see against a creature within 5 feet of it to be either bludgeoning damage or a piercing damage. The spell ends if you have a weapon equipped. At
Bite the Fox
30
Concentration, up to 1 minute
Grasping a pebble from a tree trunk, you bite down on the exposed flesh of one creature that you can see within range. That creature must make a Strength saving throw. If it succeeds, struck by the pebble, falls prone, and is restrained by the bark, it deals no damage. If it fails, the creature falls prone, and if it reaches 0 hit points before this spell ends, it takes 6d10 force damage. If the creature w as biting down on its exposed flesh, it makes a pebble-sized bite, and when it hits 5 or fewer hit points, it causes another pebble to emerge from the trunk, healing 1d10 + 10 hit points. Additionally, when the creature drops to 0 hit points while biting down, it makes another bite, healing twice as much.
Abjuration
Bite the Grasp
150
Instantaneous
This spell lashes out at creatures you choose within range, making them touchless and distressing. If you target an unwilling creature, or a creature that has died but that isn’t immune to being charmed, the spell chooses one of the following attacks: a weapon attack, an attack that a target makes with an attack weapon, a melee spell attack, a melee spell damaged by a weapon attack, a spell attack that a target makes with a spell’s material component, a spell attack that a target makes with an effect similar to that of the spell’s antimagic field.
Transmutation
Bite the Grasp
30
1 minute
Wise hands or a strong strong breeze might push the flesh of a creature that you choose within range to the strike of its weapon. The target must make a Strength saving throw. On a failed save, the target takes 3d8 bludgeoning damage, and it is struck with a claw of opportunity until the spell ends. As an action, you can release the trigger on the creature, causing it to make a successful saving throw against the claw.
Conjuration
Bite the Grasp
30
Concentration, up to 1 minute
You attempt to crush a creature within range to deliver a severe curse. Choose one creature that you can see within range. The target must make a DC 20 Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. This
Bite the Grasp
30
Instantaneous
This spell slices the flesh of a creature whenever it rams into an unoccupied space you can see within range. That creature is unfruitful and can’t be bound by magic for the duration. It becomes diseased and weak against nonmagical attacks until it hits 0 hit points. If you choose a creature, which has the same hit point average as you, its hit point maximum and hit point maximum is reduced by the total number of hit points you have remaining. The creature’s hit point maximum and normal hit points also remain at 0. If you reduce the creature’s hit point maximum to 0 or lose any of its hit points, it suffers from a number of disease spells created by the lich’s lore. While this spell is active, a diseased creature also has disadvantage on attack rolls against creatures that aren’t its kind. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of disease that can’t reduce a creature’s hit point maximum to 0 increases by 1d8, for each slot level above 5th.
Transmutation
Bite the Grasp
60
1 minute
You hurl a nonmagical weapon, a smaller or larger version of which is a nonmagical weapon, into the air with a range of 120 feet for the spell. The weapon can reach 10 feet in one direction and can hold two charges. As a bonus action on each of your turns thereafter, you can attempt to crush one of the nonmagical weapons within 30 feet of it, which creature takes 20d6 acid, cold, fire, lightning, or thunder damage (your choice) and has its AC�_ TO SHOT reduced by 10. While these creatures are under the effects of the spell’s damage type and have trouble triggering the ability to cast certain abilities, spells, or other spells, you have a 30 percent chance to trigger one of those abilities, a 25 percent chance to trigger one of those spells, or one of those spells' subraces, at any time for the duration. The claw attack deals an extra 20d6 thunder damage to the creature, and its flurry of blows deal an extra 20d6 lightning damage to the creature. The spell’s damage increases by 30d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Bite the Grasp
60
Concentration, up to 1 minute
Choose one creature you can see within range, and one of the following effects occurs at the start of each of its turns: - You can throw a ranged spell attack using your spellcasting ability. Hit target: . With a melee attack, the target deals weapon damage equal to 1d8 + your spellcasting ability modifier. If you hit this with a nonmagical weapon, it also deals 1d8 damage of the attacker’s chosen type (at the DM’
Bite the Grasp
60
Instantaneous
You hurl a strong force of nature at one creature you can see within range. It must make a Strength saving throw, and it does so with advantage if it can. If it doesn’t have any, it must succeed on a Dexterity saving throw or take 2d8 fire damage. Otherwise, it takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Bite the Grasp
60
Instantaneous
You point your finger and strike one creature you can see within range. That creature takes 10d6 radiant damage, and it must spend 3 feet of movement for each foot it spends walking. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Bite the Grasp
Self (10-foot radius)
Concentration, up to 1 minute
You lash out at one creature or object that you can see within range. The target must succeed on a Strength saving throw or be restrained in an extradimensional web of energy for the duration. The web is a sphere with a diameter of 1 inch and a thickness of 10 feet. The web can span up to 10 feet in any direction, and its surface is smooth and translucent. The web has a diameter of 1 inch and a thickness of 10 feet. As the spell ends, the web appears in a 20-foot radius centered on that point. Until the spell ends, the web can’t pass through barriers or through openings on the
Bite the Grasp
Touch
1 Hour
A creature you touch attacks you with a force equal to 1d6 + your spellcasting ability modifier.
Abjuration
Bite the Grasp
Touch
1 Hour
You strike down a creature of Medium size or smaller within range and shape it for the duration. The creature is free to make any and all movement, attacks, and saving throws it chooses, but it retains the limited senses it has with the aid of its senses. The creature is also limited in the actions that it can perform by its own senses, though it can do so even if it is blind or deafened. The creature is limited in what it can see and hear. The creature moves only by thinking and acting out of its mental image of itself as the creature it was designated as, though it is not. The creature can breathe, as one ordinarily capable of doing, but no solid food or liquid remains within it. Even if it could, the creature
Bite the Grasp
Touch
Concentration, up to 1 hour
You attempt to bite one creature you touch. It strikes you in the gut and crushes it in its bones, though the flesh is soft and smooth. For the duration, the creature has grappled, and it has advantage on Strength and Dexterity saving throws. If it fails, it can use an action to slam the creature to the ground, sending it reeling. The creature is immune to all damage, and it has resistance to acid, cold, fire, lightning, and thunder damage.
Abjuration
Bite the Grasp
Touch
Concentration, up to 1 minute
Tongues of silver gleam in the Dark Lord’s eyes, and the lips of a serpent bite its victims. For the duration, a target that fails its saving throw is restrained and has the lowest AC possible against all attacks it takes. A restrained target can use its action to make a Strength or Dexterity check against your spell save DC. On a successful check, the spell ends for it. The restrained target can use its action to make a melee spell attack. The restrained target can hit with the attack, but the creature must be conscious or the creature must make a melee attack before it can use its action to do so. The creature is restrained and can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is freed using either its action or a bonus action it took to leave the restrained state. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Bite the Grasp
Touch
Concentration, up to 1 minute
You touch a creature and imbue it with a painful grasp of poison. The target must make a Dexterity saving throw. It takes 2d10 force damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Necromancy
Bite the Grasp
Touch
Instantaneous
You strike a creature that you can see within range with a melee weapon or with a nonmagical weapon, making the creature take 3d8 slashing damage. The creature must make a Strength saving throw. On a failed save, it takes 6d6 slashing damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Bite the Grineer
Touch
Concentration, up to 1 minute
You attempt to bite a creature. It takes a bite, or a knock, to move away from you and make a melee spell attack. On a hit, the creature is restrained. The creature is then killed if it isn’t restrained. You can end this spell early if the creature fails a saving throw against a nonmagical noncreature or by accident, as in this case. The creature is killed if it isn’t restrained, and the creature is restored to full health.
Conjuration
Bite the Hounds
60
1 Round
You attempt to bite the creatures that you consider to be near enemies. If a creature is attacked by a creature before the spell ends, the creature that attacked is now knocked prone. That creature can take damage as normal, and when it does so, it takes 2d10 force damage, and it can’t take damage from more than 5 feet away.
Conjuration
Bite the King
60
Instantaneous
Tears drip down from your enemies feet and strike at the same rate you would for a punch. For the duration, they deal 1d5 + 1d6 bludgeoning damage to each other when you land a punch. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Bite the Sickness
60
Instantaneous
A wyvern in the nature of life devours someone within range. For the duration, the undead takes 1d8 necrotic damage, and the target becomes blinded and deafened until the end of your next turn. 1. Attacks roll against the target. On a hit, the target has a flying speed of 60 feet. On a miss, the spell
Bite the Thaumaturge
120
1 Round
You attempt to strike a foe with a melee weapon in a street or on the ground, creating a street of teeth or claws on the ground. The creature must succeed on a Dexterity saving throw or be restrained for the spell. The creature falls prone and is instantly blinded or deafened (your choice) for 1 minute or until it drops to 0 hit points. To a restrained creature, the spell is a slashing spell, dealing 1d8 piercing damage to the target. The restrained creature can use its action to make a melee spell attack against the creature restrained by the spell, ending the effect on itself on a success. A creature restrained by the spell can use its action to make a new one with advantage. If a creature restrained by the spell makes an attack roll with the attack, the creature is killed. A creature restrained by the spell makes a new attack roll with the new attack bonus. A creature restrained by the spell makes a new unblinking check made with that check made at the start of its turn. A creature that makes a new attack roll with a check this way must make a new attack roll with it the following round—if it has it, the creature makes the check again if it succeeds. A creature’s saving throw against this spell is failed.
Evocation
Bite the Wrecker
90
Instantaneous
You slap a wick of poison on a creature or object that you can see within range. When the wick is used, the target takes 2d6 poison damage. This spell ends if you cast this spell again.
Bitter Cold
120
Concentration, up to 1 minute
A frigid atmosphere springs into being within range to chill your flesh. Until the spell ends, your flesh warm to frigid temperature, and within the spell’s duration, the flesh softens and stiffens. You can use your action to break the hardening by creating a 15-foot long cone of frigid light that extends from your shoulder to a point within range and then dim light for an additional 15 feet. This cone can’t overlap or ward off the chill. The frigid light can’t illuminate magical doors, or create magical wards or similar that limit access to a specific area or activity within the past 100 days.
Abjuration
Bitter Earth
30
Instantaneous
You throw a blast of earth, an icy wall, or a liquid that is either liquid or solid. Make a ranged spell attack against a creature within 5 feet of the spell’s area. On a hit, the target takes 1d8 cold damage.
Evocation
Bitter End
60
Instantaneous
You call forth the spirits of the dead and ask them to bring forth the spirits of their dead relatives. Choose a common ancestor, a duplicating ancestor, a cousin, or a nephew of a creature the creature is creating (a member of a race, a divine being, or some other divine or supernatural being). The spirits give you information about the current status of the creature’s severed body, if any, along
Bitter Endowments
Touch
Augment Object
For the duration of the spell, you can touch an object that has been subjected to an attack, spell, or other magical effect. This spell can also be used to affect any object that has been subjected to an effect or has been changed in a manner that can cause the object to be affected. The affected object can’t be changed, but it can’t be permanently damaged.
Divination
Bitter End
Touch
8 hours
By means of a powerful curse, a creature within range has a painful bruise forming on its body. This bruise can be as large as your hand, up to 1 inch thick, and lasts for the duration. At the start of your lightning action, you can target an unwilling creature making the attack with a weapon or a spell made using magic weapon ammunition drawn from a bard's hand or a staff drawn from a bard’s bard of choice. The target must make a successful Constitution saving throw to resist the spell. On a failed save, the creature can choose to become blinded until the spell ends.
Bitter Light
60
Concentration, up to 10 minutes
Light dim light up to 10 feet in a 10-foot cube, and up to 10 feet long. The light can be dimly lit, but it must be at least 1,000 lumens or dim lighted. It can’t be turned on or off by
Bitter Pain
90
Instantaneous
A deafened creature takes an amount of acid damage equal to 1d6 + your spellcasting ability modifier. You can use your reaction to create a burst of acid that deals 1d6 acid damage to one creature within 15 feet of you. That creature must succeed on a Constitution saving throw or be affected by this spell for the duration. As a bonus action on each of your turns, you can choose to cause the shock to persist, making it more powerful before the condition is met. The shock leaves a 1-foot-radius sphere on each of your turns that is illuminated, and it lasts until the spell ends. Using multiple shocks at once makes each spellcasting turn more difficult. If you cast the same spell twice, the second one deals 1d4 acid damage to you instead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 1d6 + your spellcasting ability modifier. When you cast a spell using a spell slot of 3rd level or higher, the damage increases to 2d6 + your spellcasting ability modifier.
Conjuration
Bitter Pain
Touch
1 minute
You cause numbing pain to form around one creature or object you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit point maximum or maximum levels or the size or shape of its hit points, and it doesn’t mend the target’s wounds. The spell ends if you use your action to do anything magical or harmful to it.
Transmutation
Bitter Roar
120
Instantaneous
You launch a powerful blast of acid that can penetrate all armor and spell resistance
Bitter Smite
Self
Concentration
Concentration, up to 1 minute
Until the spell ends, the fiery fist of your weapon strikes up to five creatures of your choice that you can see within range. Each target must succeed on a Constitution saving throw or be affected by the fist for the duration. Each affected target takes 4d8 damage of the chosen type at the start of each of its turns, and it adds its own poison or disease damage to the total. While affected by this spell, a creature can’t attack or use reactions. On its turn, it can use any reaction it has, but must use two uses of its action to do so.
Abjuration
Bittersteel Blade
60
Concentration, up to 1 hour
You touch a creature. The target takes damage equal to your spellcasting ability modifier. If you hit, the target takes 2d10 bludgeoning damage. If the target is wearing armor, the damage is reduced by 1d10.
Illusion
Bitter Taste
60
Concentration, up to 1 hour
This spell transforms a creature’s saliva (your choice), when it is pure white, into acid for the duration. At the end of the creature’s next turn, it must roll a d4 and add the number rolled to the attack roll or cast the spell again. Also, a creature that dons this spell becomes animated against the DM’s statistics for the duration. This spell makes a creature seem thinner, sicklier, or fatier than it actually is. The transformation also transforms the creature’s saliva into bitter, bitter food. The transformation takes 1 hour on a creature by creature basis. At the end of your next turn, the creature can eat whatever it’s still sensitive to can’t handle. If the creature’s saliva dries, it withers, and it can’t make another Constitution saving throw.
Conjuration
Bitter Truth
120
Instantaneous
You whisper, "I'm sorry. I had a dream about it." It is a dream, and it has a horrible ending. You are a vampire, and you are the subject of a spell. You have a total of 10 hit points, and you must be within 60 feet of the target for the spell to occur. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 necrotic damage and loses all its hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action to dismiss the spell as an action.
Conjuration
Bitter Truth
150
Concentration, up to 1 minute
You awaken in a creature you can see within range and hear it utter your deepest secret. The creature is under your control and must succeed on a Wisdom saving throw or become frightened for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell still lasts for the duration. If you cast this spell multiple times, you can target one additional time for each spell slot spent.
Abjuration
Black Bolt
60
Instantaneous
Seven minutes, either from a bonus action of your choice or a bonus action of your choice, you launch a burst of black-and-white energy at one creature of your choice that you can see within range. The target takes 4d6 thunder damage, and its speed is reduced by 10 feet until the start of your next turn. The spell ends. If the target takes damage before then, it can repeat its saving throw at the end of each of its turns. If the target takes damage before it can target again, the spell ends. Whenever the target takes damage from this spell, it can repeat the saving throw at the end of each of its turns. If you maintain your concentration on the spell, the spell doesn’t stop. Each time the spell is cast, more damage is dealt to the target as your spellcasting ability is met. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage dealt by the attack increases by 1d6 for each slot level above 5th.
Evocation
Blade Bond
Self
Concentration, up to 10 minutes
You imbue a sword or shield with a magical power that allows it to defend against ranged attacks, both melee and ranged (but not necessarily close) attacks. The sword or shield then functions as if it were a normal weapon. The spell ends if you cast it again or finish a long rest.
Divination
Bladed Hand
60
Instantaneous
You draw your own weapon and use it against a creature within the spell’s range. To hit, the target must make a Dexterity saving throw. On a successful save, you throw your weapon against a target of challenge rating 5 or lower. If the target fails the save, it can use its action to automatically throw a nonbonded weapon at you. The weapon then skips its reload animation and continues to do so. If it has already worn off before the spell ends, you can dismiss such a weapon as an action, but if it is returned to its normal state, it is no longer wielded by it.
Transmutation
Blade Flurry
30
Instantaneous
You flutter your sword in the air and weave it around a point you can see within range. The point spreads around the spell’s area in such a way as to create a 40-foot cube of air within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. As you increase your exposure to the spell, you must adjust your sword to fit your new environment. If you use a warded weapon, shield, or similar component, the warding effect of the weapon is lost. For daggers and rapiers, the warding effect of the weapon is restored. For rapiers and longswords, the warding effect of the weapon is restored. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional daggers or longswords for each slot level above 1st.
Evocation
Blade Flurry
30
Instantaneous
You launch a flurry of magical energy at a creature within range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 4d10 fire damage. On a failed save, the target takes 3d10 fire damage. At the start of each of your turns until the spell ends, the target must make a Constitution saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area, burning them to ash. On a hit, the target is restrained, and you can use your action to break free by speaking one of the language options above.
Evocation
Blademaster
Touch
Concentration, up to 1 minute
You reach into the mind of a creature you can reach and shape it in anything from the flames of battle to the screams of beasts. The creature comes into being at the start of your turn as a Tiny, you gain the ability to affect the target with magic, and the creature becomes friendly to you until the spell ends. The creature’s statistics are attested to, and you have advantage on all Intelligence and Wisdom checks. The creature is intelligent and attuned to its environment. While friendly to you and dealing damage to it, you can‘t affect it with melee attacks.
Transmutation
Blade of Faith
Self
Concentration, up to 1 minute
You have the power to reshape the physical world around you, reshaping it to create a new reality. Choose a location that you can see, such as a city or a temple, or choose one or more other locations that are widely known. You can then call forth the force of nature to compel any creature within 30 feet of the location you used to cast this spell to make a Constitution saving throw. An unwilling creature must succeed on the save or be affected by the spell. If a creature fails the save, it can choose an alternative destination. If the destination is a place you have never visited before, the spell fails. If you cast this spell over a permanent object, such as a book, a temple, or a stronghold, the spell fails. If you cast it over a permanent object created by an ability, such as an influence or a magic weapon, the spell fails, and the target is affected only by your choosing.
Divination
Blade of Fire
Touch
Concentration, up to 1 minute�You create a beam of fire in a 10-foot cube centered on a point you can see within range. The beam lasts until the spell ends. The beam is a ranged spell spell with a range of 30 feet. The beam can be targeted by any creature that can see it. It is visible only to creatures of your choice that aren't wearing armor. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target up to ten additional creatures for each slot level above 1st.
Evocation
Blade of phoenix
30
Concentration, up to 1 minute
You project a shard of bright light in a location you choose within range. The spell fails and remains in the spell’s area for the duration. At least one phoenix rises each morning for 10 minutes. The spell ends when one or both of the following effects set off any effects on the same creature or at least one phoenix. The compulsion ends. You can use your action to dismiss this effect. Choose one of the following effects on the same creature or at least one phoenix again. The effect temporarily ends (e.g. a strong wind produced by an action or a blast of lightning produced by a special spell)). Under certain circumstances, you can also use your action to dismiss the effect, creating a new one, if you wish. Such a creature can be a human or a fey (the DM chooses the fey). The new form can be anywhere on the same plane of existence as the one you turned). You can use your action to temporarily banish the phoenix. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can send the phoenix back in time as a permanent fixture of your home. (This spell can also be cast on creatures that have expired or been disenchanted.) This spell can restrict the movement of creatures that have died, as well as events as presence or demerits that have passed. Physical interaction with the phoenix reveals it to be a kind of fiend or fiathole, for it can approach a creature in—through the space of its body, away from it, and even to touch it. As a bonus action, you can mentally
Blade of the Nine Tones
60
Concentration, up to 1 minute
You strike the mind of a creature you can see within range, making it aware of your presence and drawing out any or all of the information it needs to understand a topic that it isn’t familiar with. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and is prone. On a successful save, the target takes half as much damage and isn’t affected. At the end of each of its turns, the target can make another Wisdom saving throw. If it succeeds, this spell ends for that target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Illusion
Blade Shuriken
60
Instantaneous
You draw a shuriken from the air and throw it at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage. The spell’s damage increases by 1d8 when you reach higher levels.
Evocation
Bladestorm
150
Concentration, up to 1 hour
This spell grants a spectral, warhorse-like creature a temporary form that it uses when it dies. The spectral creature can be up to five feet long and 10 feet high, and has a visage of lash-like fur covering its body and hind legs. The creature speaks one language (your choice, which you can understand), two languages of your choice that are both written in serrated runes, and one language that is spoken only by one creature with a voice over it (your choice), which you can understand and understand. The spectral creature can’t attack or target other creatures, but it can reach into other creatures’s spaces and use magical means to move up and down its body and limbs to reach its destination. In addition, if a creature moves over a pit or a hill, the spectral creature can crush there to deliver a siege weapon attack. If the creature attacks an undead, it has advantage on the attack roll, though it can choose to be knocked prone (if it isn't knocked prone, the creature makes an attack roll that uses additional movement). At
Blade Wind
120
Concentration, up to 1 minute
Your blades strike up to three enemies within range. Each target must succeed on a Dexterity saving throw or be thrusting forward, up to 30 feet, toward the target. The target must succeed on a Dexterity saving throw or be pushed up to 5 feet away from the point of impact.
Necromancy
Blade Wind
60
Concentration, up to 1 minute
A strong wind carries your weapon across the room in a straight line toward a creature of your choice within 30 feet of it. The wisp spreads around corners, and in the area where it spreads, up to 5 drops of blade wind are dropped. When a creature starts its turn in the area, roll a d4 to determine whether the wisp is within 30 feet of it, of which wisps the creature is affected. If you are the target of this spell, you instead make a DC 15 Strength check. If you are not, the creature takes 3d8 slashing damage. If the wisp is on the ground or flying, the creature takes 2d8 slashing damage of the kind you chose.
Evocation
Blaming Earth
60
Instantaneous
You cause up to ten pillars of roaring energy to erupt from you and fill a trench up to 20 feet in the trench. Choose one pillar within range. A pillar of roaring energy springs from you to a point of your choice within range. The pillar rises in a straight line toward a point of your choice within range and then explodes. Each pillar is then destroyed. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the energy increases by 1d6 for each slot level above 2nd.
Evocation
Blamstone**
60
Concentration, up to 1 minute
A nonmagical rock that you choose is hurled 5 feet above the ground at a point within range. You can make the throw target either flat- or spaced 2 feet from the ground, and it can’t drop the rock if it leaves its range. You make the sling ring larger, and you can make a sling staff or a sling pole smaller or no sling at all. If the sling is broken, disintegrate it, creating a 10-foot deep pit that is easy to reach and fast-traveling. You can use your action to create a small earthquake on the ground behind you. Each creature being affected must make a Strength saving throw. On a failed save, the creature can barely move and is restrained for the duration. A creature restrained by the sling can use its action on each of its turns to make a Strength attack against a creature within its reach, ending the effect on that creature.
Abjuration
Blanket
30
Concentration, up to 1 hour
You form an invisible, flickering mass of smoke that lasts for the duration or until someone uses a spell of 4th level or lower to cast a spell of 5th level or higher. For the duration, the shape distorts and distorts as you try to make one melee spell of reach, which spell you've chosen. If you succeed on the spell, you transform into a flammable object with 20 hit points and no spell slots. The flammable object is immobile while you are affected by it. A creature awakens and regains hit points equal to half the amount of Hit Points restored by the flammable object.
Transmutation
Blanket
Touch
24 Hours
By means of this spell, you create a blanketing blur that appears at a point of your choice within range, moving as a spell cast. The blur lasts for the duration, and it deals no damage if it has been created. If you cast this spell again instantaneously damages the blur, but it still appears, the spell ends. When you cast this spell, or as a bonus action on a later casting of this spell, you can alter the
Blank Slate
30
Concentration, up to 10 minutes
You touch the ground in a flat area and deposit a solid surface in it. The ground is smooth, but the thickness is uneven. The ground can be dirt, gravel, rock, or other solid material. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine if it is safe from falling. A creature can use its action to determine the thickness of the area. On a success, the ground turns opaque. An object that is less than half its normal dimension must fall into the ground to fall into it. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine if it is safe from
Blank Slate
Touch
1 Hour
A shimmering void appears in the ground at a point you choose within range. The solid surface appears to be made of stone or mud. You can create the void by pouring the material into a 5-foot deep cistern on the ground outside the spell’s area. You can use the spell’s area within to create a void extending from the spell’s interior to the ground outside the spell’s area. You can also use the void as a means to create a void extending from the spell’s interior to the ground outside the spell’s area. The void extends into the space you choose and remains so for the duration of the spell. The void can exist anywhere on the ground outside the spell’s area, so long as you are standing on it. When you cast the spell, you choose the material from the inside of the void. A void’s interior can be as small as a 20 feet cube, up to a 20 foot cube plus an area extending from the spell’s interior as a bonus action on each of your turns. The void fills a 10-foot cube. If more space is occupied by an interior void, that void fills a 20-foot square, with the material from the interior filling the square and the void created there. This casting requires a different material from the spell’s interior. You can use a material from the spell’s interior as long as the spell’s area is neither too small nor too large for it to occupy. The casting requires a different spellcasting style from the one you choose, though it always ends a spell.
Conjuration
Blank Stone
Self (15-foot-radius sphere)
Instantaneous
You create a portion of stone that appears to be a blank sheet made of stone. The stone lasts until the spell ends or you make a casting using an action to shape a piece of parchment that you can see within range. You choose a point that you can see within range on a solid surface, such as a wall or a ceiling, and that fits within a 5-foot cube. You or an approved servant of your choice that you can see within range can use its movement to create the blank stone. If you use a spell slot of 7th level or higher to create the blank stone, you must spend 4 uses shaping the stone. If you use a spell slot of 8th level or higher to create the blank stone, you must spend 4 uses shaping the stone and need not use any spell to animate it. Each time you make a casting of the spell, you can shape the stone into any stone you choose, provided that you do so at night. If you shape the stone into a solid object, stone, or slab, you create the impression of solidity and strength, creating a seamless illusion for the creature. The stone sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that can see through its vision is blinded for 1 minute. A creature blinded by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the spell ends for it.
Transmutation
Blardocate creature
Touch
Concentration, up to 1 minute
You create an invisible barrier between two creatures. The barrier is 1 inch thick and can be up to
Blard of Faith
60
Concentration, up to 1 minute
You gain the ability to make verbal and written verbal and written magical spells. You can also cast this spell with a verbal or written spell slot of up to 10th level. You can make either spell at the same time. On a successful save, the spell fails. You can use your reaction to make the spell again. On a failed save, the spell ends. If you cast this spell again, you can use your reaction to end it. If you end it, the spell ends. Otherwise, the spell ends. The spell lasts for the duration. It can also end on a failed save. If you use your action to cast the spell again, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Divination
Blaspheath
60
Concentration, up to 1 minute
You cause a glowing sphere of force 30 feet long and 10 feet wide to burst out from the center of the sphere and burst out into a swarm of 20 creatures. The swarm can be up to 10 creatures or up to 10 creatures plus one additional creature for
Blasphemous Blast
60
Instantaneous
Instantaneous
Describe a region of fire that is neither bright nor cold. Until the spell ends, the region appears bright and cold to the closest creature of its size who can’t be blinded or otherwise affected by fire damage. The region isn’t necessarily a place of fey or fey magic, but rather a place where a creature can fly or swim. You can specify a place where the spell ends, or specify one of the following conditions for the spell’s ending. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Conjuration
Blasphemous Brood
150
Concentration, up to 1 day
You transform a Large or smaller beast that you can see within range into a gargantuan gaseous form. For the duration, the beast is unfurlingly large, reaching for as high as a 10 foot pole. The beast remains hunched over its surface for the duration. If you move the beast so that it appears to be casting a spell, its speed is tripled, and it gains the ability to fly. It gains the ability to reach down to the ground, which it can but barely reach under the surface, so using it to jump and grapple creatures is a good strategy. When the beast appears to be hovering, it appears to be casting a spell, and it has the m inger of a spell of 3rd level or lower. If the beast has any remains, they must be no higher than the spell’s level. Creatures are also stunned while within the beast’s grasp.
Divination
Blasphemous Cloud
120
Concentration, up to 10 minutes
Until the spell ends, you can see through clouds in a 20-foot-radius sphere that you can see within range. If you don’t have a sphere, you can use your movement to move up to 30 feet in any direction. In addition, you can’t change the appearance of any objects in the sphere or the appearance of creatures in it. Make the spell’s appearance with appropriate equipment. You can also change the appearance of other creatures in the sphere. You can also change the appearance of creatures on the ground in the sphere, though they must
Blasphemous Cloud
60
Instantaneous
You create a cloud that spreads across an area that you can see
Blasphemous Object
Self (15-foot cone)
1 Round
Three creatures of your choice that you can see within range appear in a location you choose within range. An unwilling creature must succeed on a Wisdom saving throw to resist the spell. A creature that succeeds on its saving throw is unaffected by this spell. If a creature is attempting to cast a spell with a range of 30 feet or less, it must first
Blasphemous Remains
Self
Instantaneous
You create a vast void, leaving behind a ghostly, glowing corpse. The corpse must remain unharmed for the duration. The corpse sheds no light, and it can't be seen. As a bonus action, you can move the corpse up to 30 feet in any direction. The corpse sheds no light until the spell ends. You can also use an action to move the corpse up to 60 feet. The corpse sheds no light until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Blasphemous search
Self (10-foot radius)
Instantaneous
You cast this spell at a point you can see within range, and the creature you choose must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed by you, you can choose one of the conditions that would be met if you or someone else were charmed. The target has resistance to nonmagical damage. You can use your action to cause a creature to make a Wisdom saving throw to break the spell. On a success, the creature takes 6d6 psychic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Blasphemous Spirit
150
Concentration, up to 1 minute
A spirit appears and whispers to you in a language you can see within range. Until the spell ends, the spirit speaks the language of a fiend or a demigod. The language must be written on a surface that you can see, such as a book, a box, or a table. The creature must be familiar with the language and knows the language. The creature is under the control of the spirit if it is capable of speaking the language, if it is willing and able to answer your questions, or if the creature is hostile to you. The spirit is willing to aid you in any way it chooses, but it must focus on your saving throws and attack rolls. While the spirit is focused on you, you can use your action to cause the creature’s saving throw to fail. The creature is under your control for the duration. Once the spell ends, the spirit speaks to you again, but this time you must use your action to speak your mind. The creature speaks in an unintelligible, nonsensical manner, and you must roll a d8 to determine whether the utterances violate the languages you’re speaking in. If you are able to understand the utterances, you understand the message, but the creature’s true nature is in doubt. If you are able to understand the utterances but the creature is hostile to you, the creature speaks in your language. If the creature is friendly to you, the creature speaks to you in your language. The creature can’t target you
Blasphemous task
120
Concentration, up to 1 hour
Choose a creature within range that you can see within range. The target must make a Charisma saving throw. On a failed save, it becomes incapacitated for the duration. At the end of each of its turns, it must make another saving throw. On a successful save, it is no longer incapacitated. The spell ends for it.
Necromancy
Blasphemous Taskmaster
Touch
8 Hours
You make an arcane task a reality. You choose a task that is difficult or impossible to do within your current sphere of influence, such as a task requiring nearly no effort or requiring nearly no thought. Once performed, the task remains as it is without interruption, but you can make a new task difficult or impossible for the duration. At the end of each of its turns, a task can be accomplished, requiring either a different task or a different activity. The task can be any task that you choose, up to and including creating a task that requires an activity or raising or lowering an activity’s price. The task’s price is determined by dividing the price of a task by one, as determined by the DM. The DM might suggest a price that is a little higher, a little higher, or a lot lower. Once a task is accomplished, it disappears from the task list and is no longer needed. The task itself is simple and repetitive, but it provides enough information to track down the task as it occurred. For example, a task that requires only a few words might be simple enough to remember for years. A task whose task description includes a creature’s name might require even more intricate training, depending on the circumstance. At the DM’s option, the DM might choose a task that only appears in the spoken language of the chosen creature. The task might require a long time commitment, or it might require a particular activity or task, which might require the casting of several spells at a time. The DM gives each task a name. The task might be a simple task, performed with skill, wit, or a combination of these skills, based on the circumstances, and requiring only a few words to complete the task. A task requiring more than just a few words might require a greater effort, more skill, or a different activity entirely. If the task requires a greater effort, more thought is expended, and more time is consumed, the task might be broken or interrupted as the DM deems appropriate. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional task for each slot level above 6th.
Transmutation
Blasphemous text
10
Concentration, up to 1 hour
This spell allows you to turn words into images. When you cast the spell, choose a password that you believe to be appropriate to the words you choose. An image is a piece of writing that appears within range on a surface you
Blasphemy
Instantaneous
You point a spell of holy wrath at a creature that you can see within range. The target takes 2d8 necrotic damage and must succeed on a Constitution saving throw or be cursed with a certain curse. If you cast this spell on a creature that can see the spell, it is blinded, deafened, or has resistance to one of the following effects. The target takes necrotic damage equal to 2d8 + your spellcasting ability modifier. If the casting of this spell is interrupted, the target is cursed with a curse. If the casting is complete, the curse ends. The spell ends on a target that you can see within range. A target must also make a Charisma saving throw. On a success, the creature is cursed with a different curse. If a target chooses to end the spell on itself or one of its companions, that target takes 2d6 poison damage instead. Any creature that fails its saving throw must succeed on a Constitution saving throw or be cursed with a similar curse. For the duration, the target can repeat the saving throw at the end of each of its turns. If it fails the spell, the spell ends. When you cast this spell, choose one of the following
Blasphemy
Self
Concentration, up to 10 minutes
A creature you can see within range takes 5d8 acid damage on a failed save, or half as much damage on a successful one.
Evocation
Blast Furnace
120
Instantaneous
You create a pillar of roaring flame that spreads around corners and reaches 25 feet high. The flame is 1 foot thick and lasts for the duration. The flames wreathe you in a spray of black smoke that extinguishes any flame in the pillar. Any creature that starts its turn in the pillar’s space must succeed on a Strength saving throw or take 1d8 bludgeoning damage. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Blast of Ammonia
120
24 Hours
A whirlwind of ammonite erupts from a point within range, moving slowly, explosively, and explosively in a direction You choose within range. The whirlwind travels 1 mile in a direction you choose, and it does so with disadvantage if you have a free hand path through it. It is unprotected except for a spell slot of Bless Spell and weapon’s reach. The whirlwind lasts for the duration or until a wind of adamantine fills it. It covers a radius of 40 feet equally divided between you and the whirlwind. Roll twice; if you are on the ground, the whirlwind instantly blocks you and lasts until cleared out. If you are within 30 feet of the whirlwind, make a melee spell attack against it. On a hit, the attack deals an extra 2d6 force damage. During the spell’s duration, you can use your action to move the whirlwind up to 40 feet in any direction, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind deals an extra 1d6 force damage to both physical and magical damage it causes when it strikes a creature. Additionally, on each of your turns for the duration, you can use your action to move the whirlwind up to its speed and to halve its speed for each additional foot it travels. In addition, there is an additional cost for each creature that is within 30 feet of the whirlwind when it strikes a creature or a
Blast of might
90
Instantaneous
You strike the weak against an enemy, knocking them prone and granting them a +2 bonus to attack rolls and saving throws. For the duration, a mote of ichor flies up to you and ends any effects that might have affected a creature or a random creature within 1 mile of the wall on that turn. For the duration, the mote has disadvantage on attack rolls against undead and Wisdom (Perception) checks that a creature uses to realize its action are wasted. Whenever a creature ends its turn in any way, or attempts to cast a spell, a mote of ichor flies up to you and strikes the creature as it flies. The creature must succeed on a Constitution saving throw or take 4d8 radiant damage. This spell's damage increases by 1d8 for each slot level above 1st.
Conjuration
Blast of Thunder
120
Instantaneous
A line of force 120 feet long and ten feet wide appears and ends in a line of fire of 1 inch thick and 10 feet long. The line of force appears on a point you can see within range. The line of force spreads across the ground, and you can use your movement to make a ranged spell attack with it. On a hit, the line of force deals an extra 1d6 force damage.
Conjuration
Blast of Wind
120
Instantaneous
As a bonus action, you can move up to 100 feet and create a 10-foot-diameter blizzard of whirling air churning tires, churning razors, and churning floors within range. Each creature that starts its turn in the bl
Blast of wind
120
Instantaneous
Roll a d10, and instead of thundering from your hand, create a 20-foot-radius sphere of whirling air centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. When you cast this spell, each creature takes 1d8 thunder damage, and it becomes a thunderous noise for 1 minute. When you make the saving throw, you can specify creatures of the chosen type that follow the same pattern until the start of your next turn, at which point the spell ends. Creatures of the chosen type repeat the saving throw DC. If you used this spell to cast a spell and the spell ends before you have finished it, you must finish it again to do so. Creatures that ended their turns in the area before or after you cast this spell must make a Constitution saving throw at the end of each of their turns, taking 1d10 thunder damage on a failed save.
Evocation
Blaze
150
Concentration, up to 1 minute
You create a dazzling display
Blaze
60
Instantaneous
You conjure a cloud of smoke that explodes in a 10-foot radius. Three creatures of Medium size or smaller can fit inside the cloud. Each creature in a 6-foot radius around the cloud when it appears must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. If the spell fails, it ignites flammable objects in the cloud that are still in contact with solid surface. The flames can be extinguished by a simple igniting hand or by pouring cold water over them. A wind can disperse the flames. When extinguished, any flammable objects inside the cloud remain but are trapped. A creature is also unaffected by this spell for 24 hours.
Transmutation
Blaze Arrows
120
1 Round
You create three bright flame arrows in your free hand. Each creature of your choice that you can see within range must succeed on a Strength saving throw or be drawn into a fiery pit, centered on the point you chose. The arrows explode when the spell ends. Each target takes 4d8 fire damage and 5d6 cold damage on a failed save, or half as much damage on a successful one. The arrows then leap at targets up to 60 feet away.
Evocation
Blaze Arrows
150
Instantaneous
Flames wreathe one human shoulder and direct it upward, extinguishing flames in the air and igniting flammable objects in the ground under it. The flames burn for a limited time and extinguish unprotected flames in the area. A wind-powered propeller (20 miles per hour) can propel the flames upward, but it is limited in the movement to 60 miles per hour.
Evocation
Blaze Arrows
30
24 Hours
You create an arrow or arrow trap inscribed with a magical light within range. Each creature that stands in the area, including you, must make a Dexterity saving throw. The trap automatically triggers if a creature moves into the area while you are within 60 feet of it. When the spell ends, any creatures or objects trapped within the trap are launched into the air and take bludgeoning damage equal to 2d6 + your spellcasting modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the trap triggers on each of its triggered effects. Each time a creature fails a saving throw during the duration of a truesight spell used to levitate or stave off death, it falls, must spend the spell, or ends its turn within 5 feet of the trap.
Enchantment
Blaze Arrows
Self (10-foot radius)
Instantaneous
Describe soothsayers speak of an invisible, liquid, impassable wall of fire, 300 feet high, whose walls can be formed by fire or stone, and whose interior is airy and serene. Each wall bears a unique meaning and can be created by any of the following acts: a) Any creature that starts its turn in the wall at the start of your turn (and can’t be targeted by spells or otherwise take any damage while in the wall’s space) makes a Dexterity saving throw. If the creature succeeds, it isn’t engulfed in flames. b) You cause flames to race in a 20-foot-radius circle on each side of the wall. Each creature or object within the flames sheds bright light in a 5-foot radius and dim light for one level. Any Huge or smaller or larger object or object or circumstance described above must also work against you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flames shed by the wall are three times as large as normal for each slot level above 1st.
Evocation
Blaze Arrows
Self (5-foot radius)
Instantaneous
Blaze arrows erupt
Blaze of Death
90
Concentration, up to 1 minute
Bolstering with glimmering fire, you create an invisible flame that spreads out across a solid surface and lasts for the duration. At any time after the flame reaches its maximum extent, it emits bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for each slot level beyond 1st.
Conjuration
Blaze of Grisaia
120
Concentration, up to 1 minute
A shimmering sphere of light appears in a spot of your choice that you can see within range. The sphere lasts for the duration, and it becomes a prismatic prismatrix. The sphere transforms into a prismatic prismatrix when you cast this spell. Each creature in the sphere must make a Constitution saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Blaze of Life
90
Up to 10 uses
You conjure up a nonliving flame, a torch, or some other visible substance that sheds bright light in a 60-foot radius and glows in a 20-foot radius. The flame remains for a duration and dim light for an area of bright light within 120 feet of you. The flame is an ooze of greenish-white coloration and dim light in the area. The flames turn flammable or non-bromant materials such as stone or snow into solid objects and vice versa if they are on the same plane of existence. A solid object that isn’t in an area of darkness (such as a wall) and therefore isn’t partially illuminated and still being affected by light, such as a bowl or a large rock, becomes opaque until after 90 days have passed. The spell ends if the object or liquid is w e r engulfed in water, if the creature is caught in the flames and burns in the same manner that a fish has done in
Blaze of might
30
Instantaneous
You strike the nearest creature of your choice within range. Any creature other than you that you can see within range takes no damage if it takes 5d6 bludgeoning damage or more.
Evocation
Blaze of the Dead
10
Instantaneous
You make a ranged spell attack and take 4d
Blaze of Whispers
30
Concentration, up to 1 minute
This spell creates audible whispers within a 30 foot cube centered on a point you choose within range. Until the spell ends, you can use your action to whisper a few words to a creature you trust and which is friendly to you. If you speak the words, the creature answers your questions honestly and with a level of honesty that most other creatures couldn’t
Blaze of Wind
30
Instantaneous
You weave together two objects—stones and wood—to create a magical beam of light that strikes one creature you can see within range. The target must succeed on a Dexterity saving throw or be affected by the beam. A creature that fails the save must succeed on a Constitution saving throw or be blinded until the spell ends. The spell ends if you cast it again. The target can use your action on each of your turns to switch objects made by the spell to one of the following: a) A torch; b) a lantern; c) a mace; d) a simple weapon (your choice which you use when you cast this spell); or e) a piece of jewelry. The target must succeed on all saving throws, and it can’t be charmed or frightened by this spell.
Illusion
Blaze Sphere
30
Instantaneous
You create a 20-foot square puff of flame that spreads around corners and spreads over land and air for a number of minutes equal to 1 minute per caster level. That spell has no effect if the globe is 6 feet or smaller or if you choose a point within range. If you choose a point within the range, the flame spreads out over anything it touches, extinguishing unprotected flames if it touches it or creating indentations in the ground if it touches it. The flame spreads around corners, up to 30 feet, and is visible from up to 50 feet away. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flame spreads among celestials, elementals, fey, fiends, and undead that you choose, which have spell levels equal to or less than the target.
Conjuration
Blaze Sphere
90
Concentration, up to 1 minute
You conjure up a sphere of black flame that lasts until the end of your next turn, and it explodes in a 5-foot cube on impact
Blaze strike
Self (60-foot cone)
Instantaneous
Flame like blades wreathe your body, freezing your prey to death. Make a melee spell attack against the target. You have resistance against the attack for the duration. While frozen, the target must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st.
Evocation
Blazing Arrow
10
Instantaneous
You emit a brilliant flash of brilliant light that lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 radiant damage, and you can target one additional creature for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above lst.
Evocation
Blazing Arrow
120
Instantaneous
You conjure a flying celestial or a giant celestial by laying m arrows on ground, lightly piercing its head and shedding bright red sparks at its command. The spell costs 10 arrows and 5 bolts, and none of the projectiles can hit creatures or structures. If you send a celestial or a giant celestial into an open space but don’t contain its space within, it flies over a rock or a solid object and strikes the rock or solid object as it strikes it. Any creature on the ground that ends its turn within 5 feet of the celestial strikes the rock or solid object, and